It's a great game, but there are a couple of balance issues. The one that's killing me right now is absorb, specifically it's too strong. On "The Forgotten Cavern" quest in the Rangers of Flitwind line, one wave absorbs every element but physical, which sucks on that level anyway. The only way to win is to get 30+ lives and take an entire wave worth of lives. There needs to be a way to have your soldiers not attack enemies who absorb- a "stop" button or selling or whatever, but just do it.
This game is really well done. Each level does something genuinely different, which isn't easy. Normally I'd agree that it needs upgrades and stuff, but that isn't really the point. This game is all about tactics, and RPG elements would probably kill that. Keep it as is, minus a few pathing glitches.
This is a great game with solid gameplay, but it can be frustrating for a couple reasons. One, with the 12 unit limit, it can become extremely difficult to break stalemates. Two, there's no sense of progression, so you have the exact same tools in every level, wich can get tedious. Still, I like it.
Did anyone playtest this? At all? There are a couple minor things, like you can't check how much future upgrades cost or save, but the biggest flaw is that the difficulty curve is ridiculous. Upgrades frequently make you weaker (smart missiles do pretty much nothing) and weapons don't get more powerful despite the fact that the waves get exponentially harder. There's a good game hiding here, but it's in need of a lot of balancing to get there.
FYI, you don't have to use all of the pieces to win. I spent several minutes trying to reconfigure things so that everything could be used. Overall, it feels a lot like Sudoku, only more trial-and-error-y and less logic driven.