Great game, however the end is a bit tedious at diamond level. The level-ups should continue after level 41 and every unused skill points could be +10 Gold at the start (before calculating pillage). That would be something marginally useful.
Nice game, it needs a different mind set to win than Kingdom Rush, and the others. Difficulty and upgrades work nicely in tandem, what was perfect on bronze level might be terrible on gold, I like how advancement changes upgrade priorities. Well done!
I think it would be more fun if we had only half the experience points for finishing levels and challenges
however the Challenge should be available on each star level. Finishing the challenges on 3 star level is really difficult, this way people wouldn't complain about how easy the game is.
The most powerful from all the spells and skills is the pause button. Without mastering the use of it the last 2 battle for the golden leaf will be very-very difficult.
It would be also nice if the defensive skills of the quest monsters decreased as I killed the other monsters in the immediate area around them... Just to give a good reason to murder everyone around them before going in for the kill.
I come in every day to play this just to see if there is an option with unlimited time for full map discovery available or is it still the same 2 minutes game.
I need a version that counts turns (1 move = 1 turn+ fighting turns) instead of time, so I can stop playing it and come back to it later. Also it would be better idea to measure how much time does it take to complete the quest instead of giving a timelimit on the quest. As features go the coordinates where a character is would be helpful to know, or at least the land could have features and names "Death Valley " and such, so it would be easier to find again he quest target after I am strong enough to hit it.
Suggestion: make them level up on their own as they get XP, make them movable, and the expense of moving one around should increase by the level of the moved unit. So one would need to place the new units where they can level up, but moving the high level units away from there would be costly.
This needs badges, and something epic at the end: for example the final dungeon should open only after everything is rebuilt. After beating the final dungeon there could challengers come: you would have to find them by exploration, if you don't find them every week they would do some damage in the city. In their dungeon the opponents would be as good fighters or mages as the protagonist.
Maybe the number of the same unit on the field should be maximised, Then this maximum could be improved with rings, and skills. Lets say 10 unit each to start with, and then ring of the rabbit would give space for a few extra rabbits, etc...
The Food Mace was a bad idea in the game, it kinda makes a shortcut to victory. It would be good to have a throwing monster, that could throw his allies over the wall of troops, directly to paladog, so it would actually matter how I manoeuvre it around on the battle field.
Overall this is an excellent starting point towards a great game (5/5).
It would be nice to have something extra for the stars: I could opt not to use the stars for upgrade, and get money instead. Something like 2 to the power of unused stars in extra gold. That would do good only if I didn't use a lot of stars for skills, but then I could use them for upgrades.
Defender Jameson with Patrolman and Defender: Fire + Range of 3. It has consecration, in my opinion he is the single most useful hero of the game. Especially because mostly he arrives to the camp early in the game. Using 3 Arrow Flingers he will be your most formidable field commander.
Cool game, now if you could just combine the 3 parts into one game...
And add fire immunity to the red dudes...
With a huge blue dude and red dude waiting at the exit...
It would be nice if spells were less costly when more than one of the same type is equipped. Lets say every extra equip would decrease the cost by 10% of the original cost. So a shield equipped 6 times on all places, + juggernaut would make it cost 50-5*6=20.It would make sense to equip more of the same thing. A 200 point heavy artillery equipped everywhere (if you can find it) + a character that can actually cast the spell by default would cost you 80 only, which would make you a real specialist. And it wouldn't even unbalance the game, as you need to have lots of different effect to be ready for all situations. Maybe even dividing the cost by the number the spell is equipped on the spell bar would be the best idea.