Meh. Good ending, which made up for a lot. Over-all, though, it just seemed like more of the same. I liked the 'ads' idea, but like most of the concepts in the game, it just wasn't fleshed out enough. The gameplay itself seemed ignored, which was disappointing.
You could use a scroll bar on the Jobs screen. Also, if you need to condense your UI for new features, you could move the Memory Album to a tab under Stats and that would leave "More" as just settings, which could go in the upper right next to the sound buttons. Achievements could probably fit under Stats as well.
The UI is extremely basic. It's easy to use, which is good, but I believe that most players could deal with a lot more complexity without being overwhelmed. Dating should provide more hearts, too, since it's essentially the only way to dedicate time slots to a girl for gaining hearts. Perhaps the dating system could be overhauled to be another system just like Jobs and Hobbies rather than being an item you buy.
Solid. Grinding is there, but feels less annoying than that found in classic JRPGs, as it's more built-in to the missions. Collecting new beasts is fun, but I feel like there could have been more variety in everything- more beasts, more advancement, more items, more magic... it felt very limited and I got the feeling of having explored the entire game well before reaching the third city. At that point, I was thinking, "what else could this game actually offer?" It started feeling like one big grind towards a goal that I could already see clearly.
Pretty good gameplay, but very P2W, and I don't throw that term around loosely. This isn't a system where paying gets you a little boost or makes game progression move faster- paying money is the only way to get the majority of decent cards. There are also ways to literally just buy your way straight up through what would otherwise be months of in-game grinding, which is plagued by the energy system that doesn't let you play for more than about thirty minutes at a time unless you want to pay more money. Essentially, this is a far cry for a balanced pay model as seen in games like Gems of War where you can actually play and enjoy the game without paying anything. And Gems of War makes me actually *want* to pay the developers because I've put more hours into that game than I have Skyrim, and I genuinely enjoy it. This game has all that potential, but it falls short because it teases me with cards I'll never get without forking over cash.
There really needs to be some way to go back to earlier locations, since there's no way to craft more workers on once you leave your City State. Also, is there any way to beat the Lost Mine, or is that the end of the game?
I randomly got a Game Over after 5 days. Looks like I'm not the only one. Not a complaint because I know it's Alpha, but looks like it's a normal problem. Also, I find it difficult to select the characters by mouse.
awesome base concept, it's a real puzzle game like I've never seen before. Some special features/upgrades would be cool, like special enemies that give you abilities when you kill them (ghost enemies that fly through your maze, for example) and don't cost a life if they get through. Other ways to make special tower types could be to have unique types based on your match shape, so 5 across gives you a sniper tower for example. You could actually build out very complex tech trees like that if you were so inclined.
I think this game would be better if you unlocked quotes the same way you unlock words- by systematically trying combinations of words (that you have discovered) together. But give the player some management over it, such as how many scribes are set on discovering quotes and how many are on words. Perhaps some even more in-depth parts can be added to the game, such as special writers who focus on certain *genres* of quotes, so they will run their own combinations, but slower and with tighter parameters such as focusing on certain words or leaving certain words out of their vocabulary.