What a horrible, dreadful, unimaginative ending to an otherwise pleasurable experience.
I don't know why developers always succumb to the feeling that every game has to feature a "grand climatic finale" (in other words, long, tedious manual work for the player). Blackwell Epiphany did not have one, and I am so thankful for it.
However, the lack of creative juices toward's the game's end is obvious. The old but tried cliche about four elements - passable, huge-ass dragon in the end, okay, could be.
So how do we "amaze moar", ask the devs themselves? Here is a "fresh" idea - throw in a practically invulnerable, constantly teleporting, self-cloning monster with huge array of spells. That could do - it will kill the player in seconds. Hmmm... perfect, but the people will get frustrated, so how to balance it out? I got another "fresh" idea - instead of homing on the player like every other monster including the little flies, let him move around randomly like an idiot.
Powerful, intellingent, old, almost omni-scient wizard, and moves about like a moron. Good design? Not a chance.
So, people, I have had enough. I am leaving your game unfinished, I will not do the tefious fingerwork. Hell, the dragon took long enough, but at least it did not cheat (other than being a huge sack of hitpoints).
I always like clever challenges, but I have no time for stupid, tedious ones. As a Japanese saying goes:
"A bowl of delicious soup was spoiled by a few grains of bird droppings."
If I was to write a review of your game in one sentence, that would be it.