I'm finding the scalability of the farms, even with farmers and agriculture, to be a bit absurd. I mean, I get that you have to make it a game and all. But when a handful of cats can barely sustain themselves from dozens of farms, something is a bit off in the common sense department. (Said the guy commenting about a game with zebras and unicorns in it.)
You should research the definition of the word "Toggle". If you have to click repeatedly on it to repeat the effect, as with "Gather Catnip" and "Refine Catnip", then it's not "togglable". Labeling these as "Togglable" is misleading and could lead to players misunderstanding those game functions.
Oh, hey. There's a "calendar" technology. What does that do? It puts a year counter and a season tracker in the corner. Hey, whaddya know? :) Great minds think alike. (Still could be more colorful, though. Find a friend who likes to draw! I'm not asking for major artwork here, just a little something-something to break the notepaper monotony.)
With as much thought as you put into designing this game, some better instructive tooltips would be welcome. It would also be a huge improvement to add a moderately eye-pleasing UI (with some color, perhaps?) For example: When is summer? When is winter? Is there a season indicator / countdown timer somewhere? That would be a nice bit of artwork to have off in a corner. Perhaps a year counter as well. What about a statistics page? There's a lot of room for enhancement here. I like the raw concept. Keep at it!
Kind of choppy. Wasn't really playable enough to functionally react to the promptings. I got notified to "RUN!!!!", but by the time I could spot anything from which I was supposed to be fleeing, it was too late. Kind of lame, really. The mood you set seems very appropriate, but the playability was sorely lacking in my experience.
Progress is awfully slow, gold-wise. There is barely any gain from failing a level, making it tedious to grind past a progression choke point. I would advise ramping that up.
I'm thoroughly enjoying this game. Great job on keeping it engaging all the way through. I dig that each training minigame is optional; you can effectively train up using your favorite one. The progress is noticeable and does not stagnate to the point that you want to ditch it and come back later. 5/5.
The mechanism to prevent night time intrusions and thefts is not clearly explained. Do you have to go into the Guard menu every day? If so, why? Do the people assigned to stand guard forget their assignments on a daily basis? Why can't you just issue a standing order that gets repeated every night? That was not at all clear. After buying out all the Guard equipment and continuing to get robbed every night, my conclusion is that your tutorial is inadequate in this regard.
The polish on this game is so high that the underdocumentation seems almost deliberate. What do the units do? You've got no tutorial, no mouseover tooltips, no in-game manual, nothing to explain what each units strengths and weaknesses are. It's hard to believe you could write a game this polished yet omit basic instructions beyond a guided first level that explains nothing, other than "click here, now here, gogogo". It's an OK game, but not truly strategic. It's linear, and trial and error as far as figuring everything out.
Your games are so fantastic. They just draw you in and engage you. Nevermind that a few of the puzzles are farfetched or unfair. It's simply enthralling and slightly terrifying. You convey mood in your art style and thematic choices better than most. Kudos on another fine chapter.
And what about detonating the bomb just as you launch the escape pod, after drinking the vial of crystal-killing juice? I mean, okay, I get it, the game is about not surviving. But still...
Great game. My one complaint is that even after "learning all the secrets" and destroying the ship completely, it isn't clear to me whether certain other achievements (endings, really, let's call them what they are.) are mutually exclusive. Nor whether they're worth replaying the entire game to see. I would think that giving the rescue ship some info and yet ensuring they survive would be the superior ending to the "destroy all traces" ending that I got. Also, what about the ending where you drink the crystal-killing serum and you survive?
At least implement the ability to set the starting battle formation. All my paladins cluster together and my swordsmen don't protect my archers, who are always off to one side. Frustrating to lose archers due to bad formation.
Why is it my soldiers can never seem to win an even fight? 1 militia vs 1 militia, I always seem to lose. 1 soldier vs. 1 soldier, same deal. I just lost 4 soldiers to 3 soldiers and a militia for chrissake. I get that combat should have some randomness, but, it seems difficult on Normal difficulty. Perhaps a better in-game explanation or link to a manual would be in order so that we can better understand the combat odds. I don't want to be throwing militia men into the fray every time I get attacked "just in case".
Without offline progress, this is basically just something to use up processor cycles and kW. Do you have stock in the power company or something? What's the point of letting me automate my production if it grinds to a halt whenever I leave the office? The goal of any good manager is to work toward making himself unnecessary.