This is really good. Satisfying advances. I did reach a plateau and had to look at the unlocks to play to unlock them. I did survive 3 patrols in a run and I didn't actually unlock anything.
The exp potion green up arrow is always blacked out when i click on a hero....until it randomly pops up bright green for no reason. Why cant i press the button to lvl up whenever I want? Why cant it be one potion per a lvl or star lvl? I mean since you get so little amount of the exp potions, between the 15 actions. The game feels almost unplayable without being able to lvl up at a fair and nice pace. The fact we cant unlock better heroes either is frustrating. The heroic option is grey. I feel the enemies attack too hard, and the gains on everything are too small. All of that I just mentioned could be remedied if you extended the number of actions till attack to 30 or so. The other option is to first raise the gains on loot/resources significantly, and then lower the damage done by enemies significantly. That is if you choose to not extend the actions till the attack. I havent lvld up a star on a hero once, due to the poor balancing issues. You need to do a download also please because in any browser...sometimes you accidentally right click and it opens the browser menu. And it wont run as buggy in a download like it does here. There is a bug that froze my game 3 times now after day 4 was beat.
Ok so the exp potion button became clickable with no explanation. So can the dev please explain how and when...and the math...of the exp potions system? How it works and why we cant get a star lvl or full lvl with just one potion. We get so few potions due to the ridiculously short 15 actions rule...that lvling up happens rarely. There is never enough and the player is at an unfair advantage. Also, there is a bug that froze my game 3 times now after day 4 was beat.
Just wanted to follow up on two of the points you brought up specifically:
The freeze issue appears to be tied to right-clicking the browser window during gameplay in the web build. I’m also planning to put up a downloadable build soon, which should avoid a lot of the browser-specific issues and limitations entirely.
Also regarding leveling and hero progression, patrols are intended to be the primary source of XP potions and stronger rewards, so they’re designed as high-risk/high-reward expeditions where losses can happen. That said, I agree the game still needs to communicate that risk/reward structure much more clearly, and I’m continuing to rebalance progression and hero investment based on feedback like yours.