Nice one! From a design perspective, I'd like harder stages to be challenging but when a solution is found, they can be consistently beaten like a puzzle.
Ah! The Barbarian got attacked by that there Ghoul. He has Slow until the end of his next turn. I'll look to communicate this better - I have the systems in but they're not obvious yet. They're at least shown in the Combat Log but I'll work on it in the mean time :)
The classes will be similar but already the Barbarian is different by replacing his Whirlwind ability for Stomp which pushes units away to use the new push back mechanic.
The newcomer Rogue will have a Steal ability to make getting items trivial. I'm looking at how I can make them interact with items in more interesting ways also!
Thanks so much!