Posting this here because I couldnt find a Mantis listing for this, and also because the Mantis site is flipping out. The forum is acting up pretty bad too (at least for me), but not AS bad, I can actually load some stuff and hopefully post this....
Anyway, so, messed around with the bat transformation in my current game, and... it occurs to me that this spell might be just a TAD overpowered and full of exploits. I realized this when I was able to fly over the entirety of a Citadel area..... which would normally be very long and dangerous.... but as the bat, I just flew right over the whole thing, up high enough that nothing could even challenge me. I had to drop down maybe once because of a wall, and to get the wind thing at the end, but that's about it.
But it works in pretty much any surface zone, as it lets you simply skip most sections. Even makes some enemies much easier to deal with, allowing you to approach at angles that you normally would not be able to. It's like a win button. The condition of it turning off when you get hit simply doesnt matter. Heck, even those normally-horrible imp balls, the big black things that spew out 4 of those flying nightmares if you attack it, those become easy to beat because of how maneuverable the bat is, plus the lightning spell I had with that.... normally ONE of those flying jerks is a threat, but with that, 4 of them were nothing.
I get that the final tier spells are supposed to be stronger than the rest, and for the most part, they're all fine, but that one might do with some changes (though I cant think of exactly what to suggest there). It's the only truly exploitable spell I've seen in the game.
A couple of small things while I'm thinking about it too: Going through the Citadel areas now, I notice.... there is no "control panel" that you have to smash, as the description says.... heck, there was no BUILDING anywhere. It was just a vast overland area with a wind-generator at the end (is this how they're supposed to be?), but the description makes it sound like you're infiltrating the place to knock it's shields down or something. Oh, and I didn't actually need the triple-jump with these.... I did the other one without the bat, and I didn't have triple-jump yet (the RNG was really, really mean about where it put that final science lab, so I havent opened it yet, but I attempted this place anyway).
That though..... really the only problems I've found on my current run. Though, I have noticed that the.... er..... I forget what they're called, I've been calling them "amp" towers, as per their original name.... the thing that does that massive purification effect.... those things, half the time, they're basically useless, because using one often opens up a Deep Gate, which is an incredibly bad idea. Excellent otherwise though.... I think this game really did come out very well indeed.