Sorry for not being reply quickly and thanks for the review
@Chaosy.
I'm trying to figure out what would be the good way to comment to turn it into more readable code. But I'm unsure when should I putting comment and when shouldn't. So if you guys could give some input I would be greatly appreciated.
@Cokemonkey11 Yes, please do. I would like to know what the mistake I've made

Oh and, I would reply to your contest judging at here.
Overall I had a hard time reviewing all of this.
Sorry for that
There's just so much code and the signal-to-noise ratio is exhausting
It that means too much documentation?
My main suggestion is to improve your comment quality. Get feedback and focus on this.
This is exactly the problem I had atm.
some leaks - can easily make stack trace with some exploratory testing. there is even some commented out resource management code...
Well if you mean for the group iteration, then yes. That time I still pretty new to Wurst and doesn't know how to iterate units with group
Commented out (if you mean the iterator.close()) is because of overflow warning of "double free" of group when using iterator.close()
some resource management feels a bit fragile even if it looks correct. You can improve this by keeping your functions small and simplifying resource management as much as possible. I shouldn't have to scroll up and down to see where a dynamic resource is fetched/freed.
which are them?
no configuration for damageTarget impl is sad, given how much work you put into making everything configurable
Do you mean configuration for dealing damage to enemy/building?
very, very verbose comments, mostly of the form "now do this". Say why, not what.
Ok I'm pretty much have no comment on this...
Here's an excellent example of why not to use magic numbers:
//issued order id not equal to "undefense" (582056)
if c.contains and c.sp == SpellPhase.Channel and GetIssuedOrderId() != 852056
Well I'm still not familiar with stdlib enough at that time (even for now), now I've know that there is undefend in Order.wurst
I think the concept was a bit simplistic - it's more the theme/jokes that are nice here.
The contest submission from my team is purely joke
Visual effects a bit basic
Yes because originally I should be finding better sfx (and also with the original plan that should have some attachment points like horn/leg), but well I may just stick with current model
and default config is a bit crazy,
Right, would like to ask what kind of config should be expected? Since I just listed all config that popped out in my mind.
5x knockback multiplier...?
Since if I use lower multiplier seem to have too short dash/no dash at all... I'm still unsure how it works...
I've linked the source code to my github and also updated library credits that I've used in this spell, but atm there is no code changes as recently I'm busy with my real life. Hopefully I could find some free time and update the spell soon.