yeah. its just about as expected.
its 1 part travian, with resource building for your keep. gold mine, gem mine. which generate resources X/hour. and you have to log in and collect periodically. (these are like 9 hour intervals from the start atm. not the 5min, 20min, 5 hour, etc of standard browser game.)
Upgrades, and buildings however are more like that. start at 5min, but then quickly scale up to 30min per upgrade. etc.
Room layouts look good. trap and monster upgrades etc good.
1 part diablo. theres probably a better comparison for the seige a keep. I'm not coming up with a name for what the combat actually reminds me of. but the loot is random, and diablo-esque.
1 part dungeon keeper with actually building your keep.
The main problem is as originally noted. impossible to balance.
time is the main factor here so far. early game. monsters and keep size are tiny, and player will easily overpower them. upgrading to get more rooms and monsters asap will help.
And then, monsters aren't very strong. its all about killing the clock.
when you are seiged, you loose 20% of your gold/gems in storage. but then are shielded from loosing more for 12 hours, after.
Not sure what the crowns are atm.
what needs to be done. a player needs to be rewarded for being attacked. There needs to be a balance between attracting players and stopping them. as urk said, currently you build a slow defense and stop players. then players stop going to your keep. if no one attacks you, you should be penalized, or better incentive for getting attacked.
seems to be no middle ground either for win/lose.
either a keep is too easy, or too hard. the all or nothing for the chests is probably a mistake. check points?