I feel like 2x speed would be better suited for battles and travel while being able to click in order to advance dialogue would give the player more freedom to move a conversation at their preferred pace without skipping it entirely.
Reminds me a bit of Battle for Wesnoth. The game looks pretty nice too, albeit a bit too small for my eyes to be comfortable while playing it. The music is pretty cool, but the loop is so short that it quickly gets repetitive. Still, I think this series has a lot of potential if you plan to continue developing it.
While I love the humor in being able to use the Strength skill to finish most of the quests, it would be kind of cool if some of the lesser used skills were given some more screentime. Or perhaps if you were able to use more than just 3 possible skills to finish a quest.
I like that there are numerous (and consistently effective) ways to get gems from login bonuses and whatnot. I always appreciate when a developer realizes that not every player is willing or able to make microtransactions in a monetized game. That being said, the chests-to-keys ratio is waaaay off balance. I've got 5 uncommon chests and 2 common chests and I ran out of keys around stage 30 and have about 50 more stages to go before time loops become an option.
It's fun, but the game has wiped my save three times consecutively. I get that export/import exists for that very reason, but I don't want to have to export my save ever single time I close the game since apparently saving doesn't do anything.
I had the same 'training without tickets and ending up with negative tickets' problem that somebody else mentioned. The game is also excessively grindy and if most of the top comments are to be believed, one of the most important features straight up doesn't work. The game's not inherently bad, but there are some poor design choices and many problems that need to be ironed out. Keep working on it.
I love how the dev just keeps digging the rabbit hole even deeper. It started out as a fairly interesting new take on idle games and had a rudimentary prestige system; now it's one of the deepest incrementals I know of and there are already other games borrowing ideas that this game implemented. Pretty awesome stuff.
I like it. The music is nice and there's some actual thought involved in buying upgrades. Haven't gotten far enough to prestige yet, which is another plus in my opinion; lately it seems that too many idle games are foregoing actual content in favor of throwing the player into an endless prestige loop as soon as possible.
It looks nice, but the gameplay ultimately suffers from a lack of any end game goal or prestige option. Additionally, after only ~45 minutes of playing, I was able to basically build an army many times stronger than what the current field required and dominate everything within a half-second. So basically, so more depth and better balance would make this okay game into an awesome game.
Pretty interesting, but like others have pointed out, the execution is lackluster. Of all of the issues present, the ones that stick out the most to me are the excruciatingly slow pace of the game and the fact that the only way to achieve victory is through repetitive wars of attrition. Diplomatic options such as alliances or the ability to increase your regional influence via economics would be interesting additions that could break the monotonous pattern of Building your army --> Attacking --> Repeat. Also, I was a little disappointed that you could spy on cities, but were unable to do other devious things such as sabotaging their army/defenses or pitting two neutral cities against eachother to weaken them both and swoop in for an easy victory. The most obvious balance for such features would be that your plans could backfire and make you a target instead.