I created an account especially to give my impression on this game. The following is merely my impression on my playthrough, how I felt and the ideas that came to mind. I hope any of this can be of some help to you. Spoilers ahead.
PROS
+Nice music (could evolve into a full soundtrack)
+Upgrades of all sorts
+Classes variety
+Nice spells
+Nice visuals
CONS
-Classes are merely variations of fighting styles
-Characters are WAY more interested in monetary gain than survival of the kingdom (even the castle)
-Too dark, I had to zoom to appreciate the buildings’ artstyle
-Need more information on upgrades (buildings, classes, purchasable items)
SUGGESTIONS
=Could partly go for a cartoon style, for a more distinct style. (‘’Kicking butt’’, fonts)
=Since there is not much voice acting for now, NPCs could have their thoughts/battlecries/comments appear over their heads as texts. Heck, have it in cartoonish text bubbles, or as stylish medieval font. Possibilities abound!
=Classes could have more distinct interests / goals for them other than fighting. Ex. collecting herbs, performing in an inn for more money, worshipping in a temple for more mana, etc. This way, they really have their own personnality, and the kingdom gets more layers of complexity rather than « fighting, and how to fight better ».
=Buildings could have distinct ambient sounds. Statues, being one-of-a-time purchase, could emit different visual/sound effects that make each playthrough more unique. Heck, have upgrades that give a different style to buildings so they emit different atmosphere effects. Ex. Gothic town, high fantasy town, tribal town, etc. Just suggestions so you can get the picture.
=More customization on gameplay messages (Kingdom name is a nice start. I had fun goofing around as « William Wallace » ruling « Scotland ».)
=Right now items/inventory are not that interesting to look at. Uniques/upgrades could get a flavourful 10-20 words description. Artsy/stylish/fancy icon to catch the eye.
=Defeat message...maybe a positive ending note to a playthrough or something else than plain diminishing the player?
DEMO SCENARIO SUGGESTION (SPOILERS)
#Have a way to let the player decide when to attack goblins. Allows the players to explore everything he wants from the game.
#If not, introduce difficulty levels to allow a progressive learning of the game.
#Even though my adventurers are high-leveled, getting nearly double their numbers of goblins, level 25, is a bit of a game-crusher. Especially considering how heroes aren't motivated to defend cities.
#Saves?
ENDING NOTE
There you go. I think you have a solid foundation for a great game, and plenty of possibilities for flavourful details to introduce into the game that’s not so much about balance/technical points, but more about breathing life into your kingdom’s people. I don’t pretend to know what’s in your mind about the final version of your project, but some things do make me think you want some humour in it; actions’ descriptives, for example. Right now the focus is mostly about ‘’how to win this fight’’ by choosing characters, order of upgrades and buildings, but each of these points could, by the sum of each of them, make a truly lively portrayal of a different kingdom, on each playthrough.
Well done on your project, congratulations for all the hard work, and thank you for offering us this unique game, and polished gem to come. Cheers!