I've a very limited monster set, but how many other monsters also have a 2nd attack skill like hers? Joan's multihit appears to eschew the 2 second reload time and deals massive damage in a single blow. Now that I think of it, Musashi's 2nd skill is a backflip into a powerful slice. It's also labeled as "multihit". However, it's a slower attack than his regular slice. As it stands now, Crush Them All has four basic attack types. They appear to be melee (axe), ranged (bow/arrow), gun, and magic (staff). What I'm proposing is a fifth attack type in piercing. Have you ever played Paladog? I know there are tons of other tower defense games out there and many better, but that's the most similar game I can think of to Crush Them All. Anyhow, in Paladog, there were far fewer character choices. However, to differentiate the mobs, some characters were single target attackers while others were AoE or multiple target attackers. Those attackers typically had lower statistics and slower attacks, but the trade-off was that they could deal that same damage across a group. While monster bunching happens less often in Crush Them All (Paladog had a defensive turtle that would hold the line, allowing for this strategy, whereas I'm not really seeing a specific "tank" monster), it would help justify having such a slow attack reload speed. It might be more trouble than it's worth, of course, but it would also fill the "party" archetypes. I'm really enjoying the game in its current form, though. I hope you guys don't mind the nitpicking. Anyhow, here are a few little things that you might already have that I ran across. Skill 3 for all characters should list Cooldown times Tiny Dragon Skill 1 is unlabeled (fireball), skill 2 just says "Shoot" Skeleton Giant Skill 1 is listed as "throw gladius", however nothing is thrown Alda's Skill 1 is misspelled as "Flamming" rather than "Flaming" Gold Knight has no name for Skill 1, but it has a skill description I hadn't considered that option, but now I at least understand it from a design choice. That said, could you at least allow the option to stash without penalty (or to stow a character away without removing the prisms) when you choose to ascend? Losing 30% of your prisms (or 15 Flooz) because you want to try a new character out seems a little like a barrier that's not worth crossing. Moreover, it disincentivizes opening a 3* chest. What good is trying for a new unit if you're going to have to stash it away until you have 15 flooz to put into it? Seeing as this is monetization that I do approve of (letting someone kind of try for a monster they might covet or chasing after an "epic" monster, so long as it doesn't upset balance or create pay-to-win gaming), it seems like it would be a way to turn someone off from actually buying Flooz. I just think you should consider that there are people who just like to hoard mobs/items like they're collectible trinkets. Finally, a few more questions, as I love digging into things like this. I didn't play Pirate Power, but I see many of the characters are from that game. I did, however, notice Poopy the Bird. Any plans on tossing some Happy Street characters in there? I could see why you might not want to (especially if you plan on a Happy Street 2 at some point), but I also kind of want a skateboarding Billy to roll to the front of my team. Do higher levels of dungeons eventually reward more than 1 medal? If so, what levels do the higher rewards start at? I see monsters that I have medals for have a "join" button underneath them. Will I be able to add them to my stash by collecting their medals? Again, really loving the game. I think a lot of people are going to love it.