Some very nicely designed puzzles!
Well done!
Nice game! I only made it to level 20 but not bad for a first try I think. I wasn't sold on the controls at first but I got the hang of it after a few levels.
The mechanic that there is a penalty for using a piece multiple times in a row is great. Forces the player to think about not just how to get the king but how to alternate piece use at the same time!
Barely managed to eek out a win at the end. The asteroid was so close but once I got the drill leveled up it was flying down the bar. Pretty fun overall.
Would be nice to have a button to upgrade all buildings of the same type at once, or a hotkey to level on click just to make that a bit faster. Luckily it doesn't get too crazy with the number of buildings so it is still manageable.
Hey, sorry about that I'll see if I can find a way to make it clearer.
Storage is the capacity to save production for future turns. For example, if you have 3 storage you can save 3 production for the next turn. If you have no storage then any leftover production is lost.
It is best used for gathering enough production for higher tier buildings or even wonders as you can combine part of one turn's production with the next turn's.
It's from the interaction with the planet effect. The code runs when the card is discarded from the hand at the end of the turn, so with it not getting discarded it isn't counting as reserved. I will have to update that.
As for a debug mode, I do already have a hidden dev control system in. If you hit Alt + ` it toggles its visibility on or off. There are some buttons for free production and one for resources I believe.
Edit 5/4:
Looks like I actually did account for cards remaining in hard to trigger the effects. I just forgot to hook up part of the code so while the stored value increased it was never displayed and never actually applied when the planet was played.