Worthless balance. I used 2 towers to beat it all, with too much ease. The 'upgrades' thing, when used right early on, spoils it all...! Just have 400 research on the beginning of every level, find the right tower (won't spoil which one, but one is extremely versatile and powerful) and be bored.
Looks are good, the basics are there, but rebalance the economy. Any TD player will punch straight thru this game.
The zombies used to have a very good general. He used to remind them (something that's very hard for zombies): "Fatso! How many times I have to tell you this?!! Don't sit in front of Sweeper!! Do you wanna get him killed?" and "Giant, keep your legs together, for gawd sake!!" Unfortunately, the zombies ate the general...
Omg... Rulf, Egbert and Thomas are standing only 3 feet away from where the Ocre is turning Simon, Eric and Johnson inside out AND THEY ARE JUST STANDING THERE!! "Did you hear anything?" "Where?" "What?" "I guess it's nothing..."
The defence genre is populair, but this game doesn't count for it.
Give it an 'auto shoot' and 'auto direction' device in the shop, and this game would be kinda like an idler...
Challenge the player with strategy: don't even give us the option to just run around and keep firing: see to it that choices for upgrades decide our gameplay, create option for strategy through a balanced feed of creeps, and finally: balance the upgrades, there unproportional.
2/5 for the renewal of the defence genre with this idea.