Excellent start to the game, but there is an obvious exploit that kills the challenge. On the second battle, go to the upgrade screen and spend your experience to upgrade your pikeman. After you win, instead of going on to the third battle, click replay. You will have all your original experience, plus all the upgrades you purchased. So, replay the second battle and spend experience until you have all pikeman upgrades. Rinse and repeat until you have all fully upgraded units.
When I saw "chess knight", I thought strategy or puzzle game requiring planning in advance. Given the random movement of the vegetables, it's not at all what I expected. What I expected would be better. More strategy, less randomness.
You've shown why fish school. Unfortunately, while levels get harder, they are qualitatively the same. Too many levels of harder and frustrating, but no increase in entertainment.
xShatteredxechox - Fall back and assault apply to all troops. If you only want a particular hero/monster to advance, select the monster/hero's portrait, then click march. If you want a particular hero/monster to fall back to base, select the monster/hero's portrait and click retreat.
This game is beautiful graphically and in concept. But if you want to get every level done perfectly: Save yourself the aggravation and try another game.
At random intervals one of the (non-ghost) creeps bugs and starts ignoring walls. Juggling seems to trigger it, but I haven't been able to reliably reproduce the bug. If you notice it, you can quickly build a new tower to "fix" things. If you finish a level but the game doesn't end, sell everything and build a sniper tower surrounded with maxed range boosters. It might hit the bugged creep even off screen.
This kind of bug is infuriating. In a game where juggling is required, juggling shouldn't trigger a bug that kills you. If perfection is your game, you are not only fighting well designed levels, but a killer bug that changes this from a game of skill to one of pure random chance.
Colors are too close together. There may very well be other problems, but it gets a horrible rating because I can't tell the differences between red/orange and blue/different blue.
Ehhh. Not my kind of thing. Too slow for one, the incessant panning makes me dizzy. But clearly it has it's fans, and the artwork and coding are pretty decent. 3.5/5, rounded up.
Warning: Juggling required to get through the early stuff. If you don't like to juggle, or can't handle it, this is not the TD for you.
Complaints about the bombs: Jugglers who block off the second path before opening the first one deserve to get bombed. Open both paths, then close one off.
But after you get past the first few stages, I think this turns into an endurance test. Placing turrets that the monsters can walk over, alternated with the turrets that block monster travel, lets you generate awesome damage because you can use every square on the board.
Really? You might have intentionally designed the towers to (much more than) occasionally miss, but you should rethink that decision. New stuff in TDs is hard to come up with, and kudos for trying, but... really?
Ultimately, the blatant commercialism of 'paying' you to click on ads wears on my enjoyment of the game. Some nice new touches, but not worth the incessant marketing.