I usually hate platformers (and I'm not good at them), but there's something captivating about this game. maybe it's in the way the fox jumps or how forgiving the mechanics are, but I absolutely love it. It's relaxing and meditative and I feel like I might even be able to finish it, even with my meager skills. Excellent job!
I'm a little confused as to why I don't heal over time when I'm idling or walking around. The addition of that (or armor with a +regeneration) would make this game a lot more playable for me.
This game would be a lot better without the between-turns enemy attacks of your cities (or, at least, a better way to minimize your losses and the frequency of attacks). If someone isn't good at a game like this, but enjoys playing, the only way to succeed is to repeat missions for the resources and to upgrade everything. This game doesn't let you do that because of the enemy attacks. It's disappointing, since a small change would make the game easier for people who need it to be, but not impact people who don't.
I'd love to be able to mark where on the map I saw the quest target, or if once it's in my field of vision, there was always an icon which pointed in its direction. If I need to level up before a fight, it's very hard to find the target again, once I've wandered off to fight things and pick up equipment. Great concept, though. I can't wait to see the next iteration of the idea.
I wish there was an easy mode for people like me who suck at games like this but still enjoy them. Maybe some mechanism where you can fail but retain money and skills for another try, so it's not instant game over.
Interesting game and pretty, but I can't play games without a mouse-only option. And I hate having to block manually and turn from side to side. Bleh. Not the game for me, I guess.
Magic needs to auto-target the nearest enemy. And there needs to be a way to choose a skill to auto-use (or autocast), as soon as it's available. Without these two things, this game is an unplayable clicky grind.
I'd like a keyboard shortcut for "Begin the Assault" as well as a toggle for the fast speed, as others have mentioned. These two seem strange oversights since there are speed achievements. I hope they're implemented soon. Also, it should keep track of your best time for each stage, so you know home much you missed the achievement by (or to try to better your time).
I liked the old one better, where the resources were easier to see. This interface is prettier, but harder to use. I agree that when your multiplayer opponent quits, it should count as a win for you.
This game is fun, but it needs a fast forward button and an easier way to tell if a tower attacks ground, air, or both. Yes, it was in the tutorial, but it's still not so clear. Putting it into the "info" panel would go a long way.