I had all intentions to actually play puzzle quest but going back interstate took up my entire holidays

Its great for you to summarise what you enjoyed in puzzle quest. PQ sounds more strategical and rewards good planning, where mine atm is a fast pace mashup but hoping to get more thinking involved during todays coding.
In terms of the hidden powers and such, im all on board for that. I have code in place to support that and im trying to do an item system today. But i definitely want to add powers that you can hit in your quickslots that say wipe out all blues and then more chains come from that too.
Also these are the supported blocks i have:
1. Empty
2. Sword - melee
3. Sheild - blocks next mosnters attack
4. Red - Fire
5. Blue - Ice
6. Green - Posion
7. Yellow - Light
8. Purple - Dark
9. Empty potion bottle - gives either a health or magic potion to item slots
I was sortof planning that your learn different spells over time, or at least customise what ones you have available, i think due to time ill just reduce some of the block types so you get bigger combos hehe.
So Im aiming to add in weakness and all that to monster types so that it adds a small bit of strategy to what blocks your focusing on. So yeah im gonna try very hard to get as much done today so hopefully i can add those things you like cause it sparks my interest too

After yesterdays stint i got a fair chunk of the game together and i was starting to have fun. And ive only done some minor tweaks to how things are calculated such as combo multipliers, level xp, damage, monster strengths, etc. With more testing I could balance it a lot more but looks like I be shoving the poor thing out the door half dressed

Anyways Im blabbing again, back to coding but hope ppl still post through the day cause I still have time to consider everyhting everyones saying

Oh and heres a little pic, at least you can see the world and my guy shooting a fire ball. Oh and just ignore that debugging mouse coords there, lets hope thats not in the final game
