Pay to play; pay twice to win.
Unless youre willing to pay $, the treasure/item earning is too random to be effective. Every battle you only have 20% chance to get a really desirable item, and the initial allotment of crystals is hard to replenish once youve spent them on equipment. I spent a few hours earning and saving enough gold to buy the first "Epic" armor. Once I bought it, I had to virtually start from 0 gold, and the next piece of armor is almost 1.5x as expensive. That would be fine, but monsters dont show up often. Fun system and trackpad use, and great graphics (for $4.99), but, at best, its time-consuming to grow your character enough to compete (and frustrating, since getting useful items is based on chance, not earning). Difficulty rises around chapter 4 (at least, once I had spent the initial 400 crystals, etc, in order to continue the game). If you manage to get the rare crystal reward at the end of a battle…its still just one. Forget about free digging for treasure--"scarabs" are hard to come by without purchasing with crystals. Also, you need to wait around for monsters to appear in previous areas to build your character. If you enjoy preparing and building up your RPG character to get ahead of the game, this one probably isnt for you (unless you like spending a long time fighting with only 20% chance each battle to get a desired/useful item. Its a let down at times). As other reviews have said, this is the kind of luck-or-pay difficulty set-up that belongs in a free game, not one youve already paid for. I wouldnt have bought it had I known.
Ideas for improvements/updates would be a way to battle previous enemies whenever one wants to, with varied/better possible rewards for winning those battles.
Even better would be a way to purchase crystals with gold (as another slot in the "Miscellaneous" shop category)--which would make the valuable items achievable by basic gold accolation. If there were a way to do that, the time-consuming aspect of the game would be based on gold allotment (however gradual), rather than the randomness of the battle treasures. Then one could work toward a forseeable goal, rather than the chance lottery after battles. THAT would make the difficulty/time consumption more fun by making it more productive and purposeful.
Thors Anvil about Juggernaut: Revenge of Sovering