4/5 The graphics are simple yet enjoyable. I think it needs more skills and perhaps customizable equipment, choices of classes to make up the party, and it is far too short. :) Beautiful start! Keep going!
Needs to be classified/tagged as a shooter rather than a strategy game, although there are strategy aspects to it. Nothing original that I can spot, but haven't played long enough to discern any significant differences to other games this resembles (and won't because it is a shooter).
I see some nice attention to detail in the artwork - the oars turn blue as they are submerged. I don't see much variety in the towers. It isn't that you don't have enough of them, it is that they are all pretty similar and don't force choices based on terrain or desperate need due to enemy type (fast, armored, regenerating, etc.), which makes for an easier if less engaging game mentally. 4/5 for the nice start. Needs more segmentation and variety to keep folks coming back.
Needs SOMETHING to teach the basics - how to release your own minions, and an upgrade chart on the towers... costs for towers, too. More maps would be fabulous! A campaign mode would be tremendous! So far 3/3 with vast potential to hit 5/5. I enjoy the gameplay, once I have figured it out. I enjoy the concept, and the genre in general, and this has the potential to be a 5/5 TD. I am not totally thrilled with the graphics, but great graphics don't make a fabulous TD, great gameplay does.
"You have failed training." I find the controls clumsy and ill suited to me. I don't want to discover on my own how to teleport somewhere safe. I find it difficult to aim the weapon that harms the bots as well.
Won on day 37. I like the 'ace pilot' suggestion - ground an ace as a super recruiter (85% or better success rate?) or let them fly with a low chance of getting shot down. I like the idea of permitting more recruiters, perhaps on day 15. A major obstacle to a game based on the Battle of Britain is the PSYCHOLOGY of the game set-up, mainly finding ways to increase the player's awareness that they are making progress, that things are improving. Anti-aircraft artillery ... where is that in the defensive structure?
The concept is a start. Faster movement would be a plus. Upgrading the shelter with blankets, soup + sandwiches, a cafeteria with hot meals, a clothing supply, and various viral, bacterial, and microscopic parasites would be a plus.
Definitely NOT a strategy/defense game, definitely a shooter. Cute graphics and concept, but not implemented as well as they could be. No upgrading, achieving, or thought necessary beyond aiming and clicking. I like how the ammo can bounce. I do NOT like no pausing between levels, and no sense of achieving any changes in a positive sense. You can program. Can you research the psychology of video games? :)
I find the auto-scroll somewhat annoying, but not unworkable. I figure I will adjust, and this might be preferable on some platforms. The game controls aren't complex enough to demand separate keyboard controls for scrolling, so this should work well on a minimalist platform. Winnable levels contribute to a sense of progression, unlocking new weapons/skills. The range of goals to complete levels demonstrates a level of maturity and creativity in the developer(s), and motivates me to keep playing. 5/5 for enjoyability, for a game that displays a level a craftsmanship and artistry above most.
1) This is a shooter, not a tower defense.
2) This is barely a shooter, barely a game, and is unenjoyable as a shooter game.
Yahoo, you can program in Unity. Care to hog bandwidth and resources?
Excellent start, keep up the good work. I've had ONE enemy in wave 1 disregard the terrain. Restarted the game. I agree with most of the comments. Spell type abilities aren't necessary, but MUCH work needs to go into tool tips, variation of towers/enemies, more maps, etc. Some added complexities to the strategy/tactics certainly ARE called for, in whatever shape that takes, be it spells, XP, etc.
Currently, structures such as trenches simply aren't effective protection vs enemy grenades/bombs, particularly early on when you don't have the TPs to afford a radio operator after building a trench or two with an engineer.