Hey man, I’ve been following your game. In the new update, I think merging the king and the castle health made the game a bit easier.
Before, there was an interesting risk: while your army was chasing a single enemy builder, enemies could attack your castle from another side, and you had to step in with the king to defend it. That could actually get the king killed, so it created tension.
I liked the sheep mechanic. I also tried the new strong units at first, but they felt too expensive to sustain. In my second run, I went back to what I already knew: spamming lots of cheap archers. But then I couldn’t protect the farms properly, and the economy started to fall apart in the mid game.
In the end, I managed to win by spamming barracks + farms, using the upgrade that makes farms produce villagers, and then mixing archers with the 3-gold sword units. I also tried some sheep, and that worked better.
Personally, I think it was better when the king’s health and the castle’s health were separate. The idea of “the king never loses health, so I made them share one health bar” doesn’t fully make sense to me. Maybe instead, you could give the enemy AI some chance to target the king, so the king stays more active and risky to use.
Right now, from what I saw, it feels like this happened:
Castle health needs to be reasonably high because it is a castle → the king becomes very tanky → assassinating or threatening the king almost never happens → mushrooms can increase the castle/king health a lot → the king starts to lose its gameplay purpose and becomes much less meaningful as a unit.
At least that’s how it felt to me.
Also, I don’t know if this fits your future plans, but one thing can get really frustrating: since soldiers usually go to the nearest threat, sometimes a huge enemy wave appears from the opposite side and destroys all your farms, while your massive army is busy chasing two small enemies somewhere else.
Going full ranger doesn’t feel like a healthy solution either, because it is hard to keep the damage/cost ratio balanced.
One idea I had was about the guard/banner cards. Maybe they could mark priority defense areas for your army. So instead of soldiers getting dragged into weird places while chasing the nearest enemy, they could prioritize enemies that enter a banner area. That would give the player some control without needing direct unit control.
I don’t know if that fits your overall game design, but at first I actually thought the guard banners worked like that and I was like “wow, that’s a really good idea.” Later, when I realized they were just normal guards, I didn’t really use them.
Also, I think one of the strongest things right now is the upgrade that makes farms produce units. Because you build farms, you get money, and you also get soldiers. That makes it extremely valuable.
One more idea came to my mind: producing only one of the expensive strong units doesn’t feel very effective, even if they are powerful. Since the king being active and taking risks seems important for the game flow, maybe fighting with the king could charge some kind of special summon/joker system for those strong units.
So instead of only buying them with economy, some cards could be connected to the king’s actions. Doing useful things with the king could make it easier to summon those powerful units. This might create a nice loop: play actively with the king → earn reward → unlock stronger options.
Anyway, good luck with the game. I’m enjoying following its progress :)