I like some of the ideas, but the UI is just a little too annoying for me. Constantly switching between tabs with no indicator when I need to check on things isn't good. And the ability to have multiple combinations of windows open, while it probably looked good on paper, just ends up adding to the confusion.
Fun game, but the difficulty levels seem a little unbalanced. Usually with these types of games, it gets progressively harder, but the first hard level came pretty fast, and hard and easy were just mixed after.
There are some errors with generation. I had one puzzle that already had four 2s already selected in a 5x5. That gave only one possible placement for the other 2, but that was in a 2- combo. And since it didn't give me 0 as an option...
The end of the sidequests was rather weak. I had ~75k gold, and the reward was just 2,500 and no item? Some of those sidequest fights were quite fun with the different monsters and items you got. So it would have been much better with another legendary monster and nice item.
Quite similar to Sands of the Coliseum, but a nice take on it. It's a shame that a lot of people will pass on it because, as many have said, the overbearing sponsor. It is a little grindy, which is a shame, because some of the quest battles are pretty fun.
The maps need to cycle after you finish them. There's not much of a reason to use any map but your very best and go there over and over. The recycling function is fine, but once you finish a map, if you don't erase it, then it should at least have the stats rerolled.
Hint: Buy the donkey ASAP, but never buy its upgrades. It's already at about the perfect angle, and you won't get any more cash even after spending $1400. You'll actually get less up until the max upgrade, even then it doesn't really break even.
Since we're quite short on time every day, inventory management is a bit of a hassle. One fairly simple thing that would save a lot of time is counting backpacks in the item search. So when you picked something up, it would stack in one of your backpacks if it already had the item. Also, when crafting it would look through your backpacks.
You can go through more than half the game with 1 char, blue pills, and food that you keep upgrading. Seems to be the best strategy, too, so you can buy and upgrade all your equipment faster. Takes a bit away from the strategy part of the game, though.
You should really get a chance to replace creatures if you make a diplomacy check. As it is, you're stuck going around with only 4 creatures at a time if you want to use diplomacy at all. Or if you forget that you have 5 (especially like one part in the campaign where you get free summons), you can miss out on some valuable creatures.
Jobs should have 2 requirements (except for starter ones). Education level and # of years on a similar job. That way some careers you can keep going up with little education, while others may start high and have very high requirements in both (like a head surgeon).
Stocks are way too simplified, and all but 1 are pointless for a long term investment. Just buy the first stock at 45, sell it at 50+, rinse and repeat. That min and max happens every 1-2 months, and it's one of the best ways to make money.
The Unfinished Dungeon was a bit underwhelming. It's just a longer, more drawn out version of the old 25 floor dungeon. It really needs a super boss at the end, and more than 1 set of harder creatures. By the time I got there, I easily had a 20d12 weapon (could've had 40-50 d12). The dungeon really doesn't do what it should, which is challenge the new crafting system.
Pretty fun, basic game. I don't mind a challenge, but I don't see the point of having people travel back through the same empty rooms so much. A reset button for the rooms that have gems that you can miss, and have to wrap around quite a few screens for would be nice. And maybe a slightly better map layout so it feels more fun than repetitive.
Kamikaze deck is by far the easiest to win with (mostly because it does 10 dmg instead of 2). Kamikaze, 2 crystal mines, 5-7 gold mines, 1-2 big hitters (to get 10 souls), and 1-2 pawns (weakest units with 10+ summons) makes any fight trivial.
It's a shame, because there are so many combinations possible. It takes a while to build an interesting deck, or you can simply win easily and check out all the cards with a Kamikaze deck.
With all the composing you end up doing later, speeding up the animation would be nice. Maybe dramatically speed up the animation for L1 recipes, and progressively slow it down through L4
Thanks for the comment. What other things would you want to be notified of?