This would have been awesome three years ago.
First of all, this review is about the version at armor games, so perhaps there are some things that don't fit with this version.
Anyway, like I implied in the title, I thought this lacked some of the features TD games have had in the last couple of years. there also are other general flaws:
-I really missed the possibility to tell towers at which enemy they have to aim. I played a couple of games with unlimited bubbles, and every time I only lost because ghosts where ignored by my mega-megatowers. I don't know which priority they are programmed with, but they ignored ghost flying right past them that where almost at the exit, to keep shooting other enemy's that just entered the stage. Obviously, that's frustrating.
-There was no way to see exactly how much health an enemy had. The health bars gave an indication, but without actual numbers, the amount of damage say towers do is a bit meaningless.
-Splitters sometimes moved through towers if the towers only half connected, letting them skip a part of the course. Especially at the start, when there aren't a lot of towers yet, this can cost lives. If this was intentional, it was a bad idea.
-Hotkeys are great. why isn't there a hotkey to send in the next wave?
-When a tower fires at an enemy the shot is just an animation, and not an actual shot. I mean that other enemy's can pass through a hail of bullets as long as it wasn't aimed at them. This is related to the first problem, because none of the ghost would have gotten past if they where hit by bullets that weren't aimed at them. Also, if the rate of fire from a tower is high, a lot of bullets would fly at an enemy, but if that enemy died, the shots would just disappear where it used to be, instead of continue to fly.
-The music was not bad, but it just doesn't fit.
-This game was a bit too easy, and the maps that had blocks on the way felt a bit gimmicky. Also, the FML button was ridiculous, adding random blocks makes it impossible to use a decent strategy, because the blocks could pop up anywhere.
What I did like, however, was:
-the game ran very smooth, even when I send in a lot of waves at the same time, the frame rate barely dropped.
-Megatowers where great. Very powerful, but also expensive, so the balance remained, and I loved being able to create somewhat custom towers.
-the enemies had a lot of different paths, and each one needed a different strategy.
- It looks good. Perhaps some more differences between megatowers depending on their properties would be nice.