Great design is crippled by pricing.
It looks great, plays great, and I've spent a lot more time playing it than I do most Newgrounds games.
... but the fun quickly died once I realized how unbalanced the pricing was.
1st. The double standard of Gold/Silver is too complicated, and it adds a lot of exploitable trades.
2nd. Dungeons don't offer enough incentives. In other words, I might spend 3,000-8,000 silver in order to get 500 silver, a few gold coins, and maybe a gem.
3rd. Gems are too easy to find. They became like a 3rd currency, instead of a rare item.
4th. Most equipment is overpriced. After all, it would take a lot of quests to save up 500+ gems for a mildly useful piece of armor.
5th. Population is useless. They never generate enough gold to be a good source of it, and it's no challenge at all to hold down the mouse button to build more hovels (if you happen, by strange chance, to be in need of people).
6th. Probably my biggest gripe, you can only sell one item at a time. Even holding down the mouse button it still took 5 minutes or so to get the 5,000 stone I needed.
Summing up, it has a great design and lots of little perks (The varied Results descriptions were great.), but its economy is horrible. For example, I built a lot of Lumber farms, then just held down the mouse to sell the Lumber as fast as I could. It was an infinite supply of gold, which in turn led to an infinite supply of silver, which in turn led to an infinite supply of anything I wanted. The game became less about its fantastic exploration aspect (and characters) and more about waiting around holding a mouse button. The whole pricing system needs to be overhauled.