3 way AI could use some work. Moronic AI will throw forces at me instead of defending it self from the other AI. net effect instead of a three way fight you end up with one AI killing the other while the victim AI throws forces at you to their suicide.
Something showing us the harvest value of each crop would be kinda nice. as it is the only way I can tell what a crop is worth is by watching when I harvest it.
Drop the destroyed on a failed upgrade its a terrible mechanic, I've no idea why people persist in thinking its a good idea.
Also its kind of unclear exactly why I want to fight demons, jungle is obvious enough I get ingredients from monster kills, demons no idea.
Finally, what the hell are the things under the pickaxes in the shop and why do I want them?
Great game, lots of promise. Then you get to the lab. The AI gets a lab first you lose. It'll do nothing but spam freeze at your lab so you never get to use it. Poor design, you took a strategy game and reduced it to a race to a super weapon.
Excellent game, voted low cause Nintendo hard stopped being fun 15 years ago. If I know the solution but can't pull it off because the controls aren't responsive enough or the timing window is very small you've made a design mistake.
Quest progress and city development are... skewed. Prices of things are way off. I best the final quest with half a city. And not the military half either. Also I don't know what the research thing is, never needed it. Its cost was so high I never bought it.
Also, Casino lies, no gold income from it.
I'd suggest that you let us see projected income/uses of each material. For example if I hover over my iron, have a little popup on mouse over that says +X produced -Y Consumed Net change +/-Z
Cam I suggest a change in the battle log notes? When you start outselling loot it just says "earned $X" Just like for simply killing, changing it to say something like "Earned $X selling loot" would be nice. Just the feedback to make it obvious whats going on.
Failure of blacksmithing destroying the item is pretty harsh. I know leveling up the skill reduces it to only a 50% chance to lose the whole item, but that's still a bit arbitrary in my opinion. Removing the whole item is overkill since we risk losing a good (and rare) item just by trying to upgrade it.
Need to stop making monsters that hit for 60 when we only have 100 HP. Spending almost as much time hitting "refill" as I do hitting "attack"
Giving them 1000 HP when you only hit for 50-150 (and roll low shockingly often) is kind of annoying as well.
Horrible Engrish, which I'll forgive you. No continue, which is bad.
But you forgot the first law of game design. "Thou Shall Not Make Unskippable Cut Scenes." That I cannot forgive.
Donnou if I'm just that lucky, but the computer always seems to multi-combo, he'll get like 3 or 4 in a row, 4 and 5 links. When its dropping in new tiles it just LOVES to give the comp another combo.
I added it to Instructions, thanks for feedback :)