Check all your Markets. The commodity you're looking for might show up in any one. If you can't find what you're looking for, try opening up more markets. Alternatively you can wait 24 hours for the markets to refresh. Then, if the price is low enough, the commodity may appear.
I think it would be cool if underneath each resource's green earning bar there was another bar. The far right side would be a scale of how much had been spent purchasing resources or how much it had earned, whichever was highest. And inside that bar would be another line which showed how much had been spent or how much had been earned, whichever was lowest. And of course a color scheme to differentiate between which state you were looking at. I know at higher levels you aren't going to be able to get to the state of making more than you have invested, but I think it would be neat for people getting started to have another thing to look at.
I didn't know what I was even doing half the time. Am I trying to kill this guy or what's that recover from slamming thing? Do I need recovery? Why does that rage meter seem random and why does he sometime just take off seemingly getting faster and faster and those are the only times I come near going to next area? And why is the...oh...I finished it. Oh well.
I'm pretty sure this is an accurate simulation of space travel and my respect for NASA pilots has gone up after seeing what they have to do to reach space.
There's a tip about making sure dungeons are "efficient" and then one about alternate paths allowing more people to level up. Some things which seemed slightly contradictory. I don't necessarily enjoy wondering whether 10% crit or + 3 max damage or +15% damage are equivalent or not. Especially without being able to see any percentages or rolls or fight statistics. And I'm not real sure why these guys will get confused after a battle and change directions in an otherwise straight hall. With multiple guys on multiple levels, sometimes splitting up for no reason, an even slower speed would be nice when you are really trying to do the best but have one of your two heaviest hitters decide to head the other direction leaving a guy to solo the next level and stuff. Yeah, I know, they are dumb, but they should be able to follow a single square path.
It's a good game concept.
Being able to wear multiple of an item or items clearly not meant for a certain class was a bit strange. I don't know why the gold coins say makes adventurers stay longer. That was confusing and made me think I needed them to stay longer and make some convoluted paths at first. One tip says make dungeons with as little conflict as possible is best, but this also gets you the least money and experience. And it would be nice if the guy in my group that just happened to get to the potion first but had full health would have the decency to hand it to someone else. :)
Really liked the concept. Screens could use some work. Instruction text shows up on screens where it shouldn't be (left click any game tile etc). The message that you can adjust the game speed with the lower left hand buttons shows up only after you have clicked to adjust the game speed. The results screen after finishing a dungeon has some tips on it and sometimes goes away too fast to read results and the tip. Which I was looking for every tip I could get trying to comprehend what was going on.
If you reload, and wait until a full reload is finished, you get penalized time wise by having to cock the gun first. But if you start shooting before the reload is finished you can shoot immediately. This is weird.
Big Chest! Chest FULL of gleaming treasure! +32gp lol It's too easy to waste time in this game doing things that make sense (ie increasing combat/magic, building structures) but these are not necessarily things that "advance" the game. At least in terms of the 20 unique treasures badge requirement. I had 30 weeks to go and a warrior no one could stop but then I got to figure out what magic combination of leveling up/buying other properties might possibly open another dungeon somewhere and I'm still needing 2 weeks of rest to get over a dungeon run?? This game has potential but it's too freaking hard to determine if you have already lost with 50 weeks left or not. Not to mention, you can be in an already lost situation with 100 weeks left. Who the hell loves managing skill/talent trees as the primary focus of a game? And THAT MUSIC!!!
Check all your Markets. The commodity you're looking for might show up in any one. If you can't find what you're looking for, try opening up more markets. Alternatively you can wait 24 hours for the markets to refresh. Then, if the price is low enough, the commodity may appear.