If you don't know what kind of structures are available in the future beforehand, you have to destroy everything you have built and there's no planning ahead. For example I didn't have any more space for the staff elevator.
Excellent game! Two suggestions: When you meet a trader and view an item's info, it compares only with your gear and not your partner's (I couldn't find a scroll button). There should be some random encounters so you can train to defeat monsters that are still too tough (maybe because of a player's poor skill and stat choices).
It would be nice, that level is very long... but technically it's a lot harder to save a game in the middle of a level than it is at the end of one - I just didn't have the budget to do that extra work. If you do go back to it, you'll find that level is much faster the second time because you already know the way through and where the keys are hidden.
WOW, soon people will start developing combined Rpg, tile matching, tower defense, spot the difference, room escape, first-person shooting, platform puzzle and building simulation games. What are you turning us into?
It would be nice, that level is very long... but technically it's a lot harder to save a game in the middle of a level than it is at the end of one - I just didn't have the budget to do that extra work. If you do go back to it, you'll find that level is much faster the second time because you already know the way through and where the keys are hidden.