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Hello, thanks for pointing of all this out, I appreciate it! 
It is very early in development so balancing won’t be the best, but it’s a priority right now.

The reroll not affecting units is intentional.

Do you think you could specify when the game was crashing/freezing? Start of game? Start of round? Mid round?

That’s weird that the items didn’t save! Is it possible that you had two knights and they got mixed up?

Thanks again for bringing all of this up, it’s greatly appreciated!

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The crashing happened randomly. The first time it took a few games, the next time it happened after I had left the page and returned, starting the game again it crashed on the first day.

The thing is, I put all the flags on one knight and the day after I used all of the items he was hitting for about 35 damage. The next day he was back to hitting 5. I may have had 2 knights in that run but both were hitting for 5 damage.

Not being able to reroll for units pretty much kills the game imo. You need to be able to get wizards or you just lose against slimes.

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Okay thanks! I think I may know whats causing the crashing so I will definitely have that fixed by next patch. 

I have no clue what could be causing the knight to have lost its items, but I will do some deep playtesting and see if I can recreate that bug as it sounds quite extreme.

I may consider allowing rerolling units (especially as adding more units will only make it more difficult to get specific units), though there is also another feature I want to add in the future that should allow much more choice over which units you can obtain for a higher price. Hopefully as more units/enemies/items are added and I continue to playtest the difficulty should become more balanced, and those pesky slimes shouldn't be as big of a threat :)

What do you think makes the guard and knight so much weaker compared to the wizard?

Wizard has range, multi-attack, and each projectile can hit the same target multiple times. Warriors and Knights are just too slow to engage in combat with monsters and don't have abilities like "taunt" to force mobs to attack them instead of the tower and their damage output is much lower.

A big problem with melee in games (and real life quite frankly) is that ranged attacks will always be the better option when engaging in targets that have to come in to the threat zone from a distance.

A warrior and a wizard starting from the same point, the wizard could defeat 3+ enemies before the warrior could even reach one.

You could give the enemies elemental resistance that makes having a warrior a strategic advantage over just having only wizards but it wouldn't really be as fun as having a warrior that just had better combat capability.

The warrior needs a way to cover ground faster to engage the target.

The knight is just a worse warrior. He circles the tower and mobs pretty much ignore him. If he is engaged in combat with one mob, other mobs just get past him. He needs a method to taunt enemies off the tower. He should be treated as your last line of defense and needs capabilies that help prevent mobs from engaging with the tower.