Okay, I know it's been said before, but there needs to be updates to the shop, the resource packs from the Crusade game were a great money-sink and the skill books helped out a lot towards the end game. Secondly, have you considered some kind of dual-wielding system for melee players? You could lose your block chance but be allowed to have a small weapon such as a dagger in your off-hand slot? Just an idea :)
The radial for traps only shows three, doesn't move or expand to show other unlocked traps. Also, I can't get the "create 10 traps in a single level" achievement without having chosen the right pet at the start as the mana increase skill onl increases to 90 and the cheapest trap as far as I can tell is 10 mana... Gamebreaker, I'm afraid...
Dim's levels have made me quit. Thanks... Having to repeat the same level over and over so that your projectile's hitbox ends up in the exact right place takes all the fun out of a game about destroying things...
I like it, it's a lot like UT Flash, but with better graphics, more variety to the gameplay, and better weapons. Need secondary functions for weapons though, to make you think more, and possibly multiplyer?
There should definitely be set armor. And my part is Warrior, barb, barb, mage. As long as you have a few potions to heal up after battle, you can deal massive amounts of damage pretty fast. And since you're healing after battle, you're not relying on a healer.
It's easy to balance resource income. Build a house, then two food buildings, then a market, then wood and iron income. Then nother house, and another of each wood and iron income. Upgrade the houses then all other buildings. Now you have plenty of all resources coming in, to cover all production of weapons and soldiers. Even if you're forced to bribe, your income still covers production. If an area doesn't allow production of good soldiers, build lots of houses and ship troops in from adjacent areas. Good game, keeps you on your toes. 5/5.