Very basic, but I like the concept. I think a bit less repetition within each concept would be helpful. Would be a great tool to help students conceptualize graphs.
Do the treasure chests that we get from the military do anything? I think it'd be helpful to show an explanation of it, because otherwise I'd rather optimise the amount of land they get (maybe that could be displayed as well?)
Also, since the production (weapons, research) is on a different scale than the economy (one is per second, other is per t) the per t displays on top don't reflect the amount of steel or gold that the production drains. I wonder if you plan on unifying the two rates at some point (so everything is per t or per second)?
The treasure chest icon and corresponding number are representative of how much goold/wood/stone/iron your army is getting per attack on an enemy kingdom. As far as unifying the rates goes, at this juncture, I think the only way to do that would be to put everything back on the per second system, and use research as a modifier for production...As always, everyone, uprate this comment if you would prefer this over the independant timers for each resource.
I'm surprised there aren't more people posting about the exchange. It seems to be broken (exploitable). I buy 1k food for 1k gold, sell it for 1.5k gold, buy it for .5k, sell it...etc. You should try it!
Such a grind. I loved the first Supr Monkey. But it's ridiculous that I can't use my right arm weapons in my left, and vice versa. Makes a grindy game wayyyy grindier. Needs to be rebalanced.
Great level design. A great concept with shoddy level design is no good.
I would sinceeerely request that you remove the "esc" shortcut, since it ends up wiping out progress soooo easily. Thanks!
The treasure chest icon and corresponding number are representative of how much goold/wood/stone/iron your army is getting per attack on an enemy kingdom. As far as unifying the rates goes, at this juncture, I think the only way to do that would be to put everything back on the per second system, and use research as a modifier for production...As always, everyone, uprate this comment if you would prefer this over the independant timers for each resource.