So, leveling gets you stat points, but training in certain rooms gets you bonus points. So is it overall better (stat-wise) to let your students level solely in classrooms, rather than boosting them or sending them on quests? (I know it's better to boost/quest the ones you intend to sell...er, "graduate.")
@steampunkemi: if you go right, you'll be stuck on the spawn point. Go left, kill things, go right, kill the rest. Don't snipe, don't be cautious, just dive in.
Rewards are good. But when I receive a reward for building something, and I happen to be working in my inventory, so I have no *room* for said reward, let me defer collecting it until later. I don't know what shiny goodie that was you offered me for completing a Mystic...and now I never will.
Fun game! I'd like to see items warn us that they can't be equipped with certain other items, the ability to upgrade unequipped equipment, maybe base damage ranges on attacks and spells.
Needs a "restart day" button that takes you back to before your last purchases. Really sucks to experiment with a weapon or tower, find out it sucks, and lose all your progress.
We need tens of thousands of monkeybucks, possibly hundreds of thousands, to get to fully upgrade things and try out the different weapons. But we get a couple hundred per level, and your reward for a superb performance is a measly fifty bucks? Are you TRYING to bore us?
Hey, I got a seal that lets me throw a creature back if I don't like it! ...There's no way to see the creature's skills or anything, so this is MEANINGLESS, but thanks!
If you're going to have various level challenges, don't have a room that automatically ends the level. Maybe I don't want to go open that big chest, maybe I want to go back and perform some more random chores.