Thanks for considering it. I don't know what other passives are in the game - I've only discovered necromancer and agile so far - but I know that I'd gladly give up necromancer for agility the way it is now. I admit that sometimes you can't double jump your way up, but those times are very rare from my experience. In general, with an Agile character I don't have to worry at all about not being able to get to a certain region of the map or not reaching a certain powerup, which completely takes that element of the game out of consideration. In fact, test it out: take a character with Agile, and see if there's any level you can't climb all the way up from the very bottom. I've only reached level 7 so far, but I've found that the only levels I couldn't climb all the way up were the ones that had significant chunks destroyed by fireballs of some kind. Also, given how you can use your jump even long after falling (which is a fine design decision), I've found that I can almost always cross the entire screen side-to-side with double jump.
EDIT: I just obtained the keymaster trait, and it's another example of a trait that can't possibly compete with Agile as it is. In fact, I'm pretty sure I won't get any more passive traits so as not to dilute the trait pool, unless I see something really really good.
While we're on the subject of balance, I've noticed that I tend to completely ignore some of the shrines. I always activate gem or key shrines if they're available, and I'll use lightning and fire shrines if there are enemies around, but I find that I tend to ignore invisibility shrines completely except sometimes (rarely) for pacifist runs, and health/blood shrines were either too expensive when I just started out and had no money, or give me too few stats to care about at this point when I'm much stronger & wealthier. As a side point, health and blood shrines have ambiguous wording saying that they only boost you 'in this run'. Does that equate to 'in this level'? Because that's how I've been interpreting it. In any case, perhaps they should give you a certain percentage of your current HP/attack, because a point here and there makes little difference when you're big and strong.
Oh, and why is there an auto-attack option? That's like auto-aim in a shooter. At the very least, it should start in the off position (IMO).
EDIT: I'm going to add one more point. I think there's a general problem with the unlock system that I realized from my decision to avoid unlocking any other traits. Since some powers are far more powerful than others (e.g. lightning), it's really worthwhile to avoid unlocking anything except the most powerful powers. You'll then constantly have characters that are extremely powerful. The downside is that you (the player) are killing variety and you don't get to try out new and interesting tactics with powers that might be weaker but nevertheless interesting. For example, I would never have unlocked swap had I been able to help it. I suggest that you arrange powers in tiers, so that less desirable powers will automatically unlock after more desirable powers have been unlocked. Also, powerful powers could be much more expensive. I'm not sure this is the best solution, but something should be done to force unlocking of weaker powers.
EDIT of EDIT: On second thought, it's not really a big deal in general. I noticed now that you get 9 swaps as opposed to fewer numbers of other powers. I think the main issue here is just that some powers (like lightning or fireball) are quite OP, while other powers are underpowered, such as swap, clones, raise dead or even call hero. Perhaps call hero should never call a thief, since that is pretty useless in terms of helping you out.
As I've noted elsewhere, I've been thoroughly enjoying the game, and I appreciate the balance & work that's gone into it. Thanks so much for this great experience.
Post edited May 29, 2014 by Bluddy