Visual bug: If i have upgraded range of attack in town, then hover over my tower, the circle is at 10m. Attacks are executed at the actual range, outside this circle. After buying a distance upgrade during the run the circle is set to proper range.
Customer comes in for cheap 10G hat.
Salesperson: "Why don't you sake this 800G sword instead?"
Customer: "You know me so well."
S: "Oh, and let me charge you 900G for that instead."
Customer: "Thanks!"
It would be nice if there was a system to prevent trolls from setting back your party, other than passwords. Maybe an optional rule that you can only go backward in level by failing to beat enemy or vote?
The game's got potential, but it feels like the dev was bored with it and wanted to release it before finishing it properly. Aside from the visual cues about available/bought upgrades and achievements, the leveling quests are out of proportion to the other quest types. I understand wanting the game to be challenging or longer lasting, but the curve is too far off to be enjoyable for long. The player will also feel less in control that they need to be a certain level before moving on. Why not have entrance fees for example? People can choose to be lower level and focus on getting on, or leveling to pay easier, but it will feel like a choice.
When the only difficulty is: leave this game open and running in the background, it just starts to bore. Esspecially since i've gotten to a point where it doesnt seem to make much of a difference if i click or not, the amount earned stays about equal.
Why do people complain about the root so much? The recipe is there, written on a piece of paper in the same screen as the cauldron. It's not that vague...
Why are people so bothered by chasing coins? Just keep shooting everything, then wait till they stop bouncing: they will stop moving after a while, and you can pick everything up in no-time
The basic idea of the game is workable. Unfortunately, it feels lacking. Maybe you can input tiles with a fixed path, so that instead of just open or closed space you make a more Maze looking maze. Also, changing where the exit is makes the game more fun, by making your players look for it. When you've made it so that you can't finish a level within five seconds, the game becomes more fun. When you've done all that you could dress the game up more by adding sound, a level counter, or even coins to be collected to turn on a larger map, opr something like that.
The two things in my mind that players love most: a challenge and progress.
You are trying and i'm sure you could make something more of this. Now, I'm sorry to say it just feels unfinished.
Try your scroll wheel ;)