You have such a good way to implement progression in all of your games but this is my new favorite. You can constantly improve things without having the feeling that you HAVE to do it. Its such a chill but complex game and every new piece you get brings new ideas to the table how to rearrange things.
One 'negative' would be that Im having big trouble to rearrange stuff because I always fear that this microcosmos of 100 different things falls apart when I change to much at a time. But the game's difficulty is just fine so that you dont have to do that to an excessive amount.
Great respects from a fellow gamedev.
A few suggestions/issues:
There is a possibilty to find gold in a quest. Thats a cool idea, but the amount of gold you find is always way less compared to what you would get if you sell the ressource items you get instead, so there is no real choice here.
The spinning wheel suggests that the chances are even between each segment. Thats just not the case. I really cant think of a valid reason why you would do that. The people who look through it (almost everyone) will be annoyed because of the "fraud" and the people who dont get the catch will be frustrated because they got "unlucky" again.
I guess the system is too far developed (with the daily bonuses etc) to get overhauled but maybe give this a try.
Every day 12 items/gold/etc get added in the different segments based on the real chances. For example if a key or premium currency get added to the wheel, you actually have the feeling that its possible to get one.
Very fun game and I like the artstyle, too.
Just one personal problem comes to my mind.
I dont like the raising costs if you build multiple towers of the same kind. Through the upgrade system I get the feeling that I can focus on a special tactic, like excellent bowmen and bad soldiers and mages. But when I play I build all different towers anyway because of the raising costs. This just doesnt feel perfectly right imho.
Anyway great game 5/5. You deserved it!
I wouldnt add the usual upgrade system to the sequel, instead try to give the player a customization of their skills. For example an Upgrade for the armor that it can absorb to blows but would not work against arrows at all. The player will therefor play to get those upgrade and to experiment which of them works best with their own playstyle.
Thanks! I am glad you are enjoying it :)