The only thing missing is some way to tell how far into the level you are.... I often finish the match with a ton of unused resources because the monsters were already well handled and I didn't pause to use them because I was too focused on making matches.... also it would be nice if any match over 5 got you some kind of bonus... but as far as I can tell it only gets you the number of tiles matched.
Feedback for the mobile app ad watching reward system: Watching an ad to get an extra card when opening a pack is worth in essence 25-33 gold, depending on if you look at pack price to card count before or after you watch the ad. But watching an ad after a win only gets you 5 gold.
The dragons are almost all far too overpowered... they should be in a different league or have better ways to counter them. More campaign levels would be nice. And the High Priestess Klaxi got buffed a whole ton (probably too much). And I feel like Rockworkers has been over powered for some time now... it's just a common card but even at level 1 it has a 2:1 board strength:mana ratio.
Holding shift to keep placing the same building would be incredibly helpful for when you can expand your population with houses, when placing berry bushes, and most importantly when planting trees.
The bug with citizens starving themselves may have to do with paths of 0 length when they are far past hungry (this happens often if food is sitting at their doorstep and they are a long way from home when you change their profession).
Also seems to be a bug that they won't stop to eat when they are on the way to change professions.
I saw others report it already... but it appears that occasionally citizens (any profession) can get stuck and even if I have 999 food in the warehouse they will stand still saying hungry and searching for food on the ground. Not a common occurrence, but it does happen.
Also this is kinda a note for you as the developer. Great job responding to feedback and making players feel involved. Also a note to kongregate I wish I could up vote or even respond to your great feedback as a developer.
Also I feel like farms need to produce a ton more food or produce it much faster if I assign a worker and/or assistant... right now I feel like the net value I get from a farm is more when I don't assign anyone to it. Since it will produce food automatically if my laborers provide water and then they can still do other things in the meantime.
There are certainly a lot of ways to do things! There is a trade off with the farms. If you have a worker or assistant, they will bring the product directly to storage more often (instead of workers randomly eating it), letting you spawn workers with it more easily. At the cost of tying up a worker. But I like the strategy you've come up with too. I appreciate all the feedback!
So I think I'm getting the hang of this slowly... you can only build one building at a time for a long time... it is extremely useful to have a portion of your laborers on gather only...
But it would help a ton if I could prioritize entire categories for each laborer to gather. That way I don't have to wait for them to pick up all the twigs/sticks before they pick up the food or water or whatever I'm currently waiting on. (Such as when trying to spawn a new worker).
I can't seem to manage food at all... I always starve out my city... The concept seems really cool, but doesn't seem balanced. Just started doing some unity development of my own and wondering if their hunger is tied to the update function rather than the fixed update function or using delta time.... If it is already doing that then maybe this game is just too hard for me. I can't find a combination of farmers, hunters, and laborers that can sustain themselves.
Thanks for the feedback! Appreciate the thoughts. I have a timer that increments by deltaTime every frame. Hunger goes 1 per second plus 1 when the worker does something. Getting a farm early and assigning a hunter to work it will help a lot, while still having another one hunting rabbits. Try to have a surplus of food when you add another worker, so you can see it go down in time to do something. Good luck!
I finally beat it... but those controls.... if you are going to make the magic snap to a grid then everything needs to snap to a grid. But I don't think level 15 can be beaten if everything snaps to a grid... also WASD controls but right hand spells would be nice.
New mechanics are introduced far before the mechanics that are already introduced are used to their fullest potential... this might be fine, but then the mechanics are dropped altogether without ever returning.
You need to fix your on screen buttons... currently a mouse up triggers them... and it's pretty easy on a few levels to mouse up on them accidentally when letting go of a platform you are dragging... causing you to restart a perfectly good run.
I believe it's my keyboard's limits not the controls limits, but often it won't read all my key presses so the stand till ability won't trigger properly.
After beating the game it would be nice if you had some sort of in game dictionary that defines the requirements for each building type and a list of all upgrades you have and such. Just to keep track and to help organize my free play map structure...
That would certainly be helpful! I'll try to implement that. Edit: It's in the game!