The enemies and maps are completely generic, and there's virtually no difference between levels except that enemies have more hp and there are a few more waves. Games like Desktop TD, Bloons, and Gemcraft keep things fresh with unique enemy types that require different towers/strategies to kill. Once you find a tower setup that works, you can do the same thing for each level, and the amount of grinding needed for the upgrades is just obscene. 1/5
I like the concept of using the various classes, but I think the game is too luck-oriented. Getting hit a single time during a boss fight is the difference between beating it easily with a special class and having a serious challenge trying to beat it with the initial hero. If you're going to make a sequel, consider making the transformations player-activated. Releasing a hero from a cage could earn the player a certain amount of time that they can play as that hero, but the player chooses when to use it. You could hotkey the classes 1-6 to let players shift between them. It'd allow the game to be a lot more strategic, and allow bosses and enemies to require more complex strategies :)
Good game, but has room for improvement. I find myself shooting enemies offscreen a little too often, and higher difficulty settings would add more replay value. 4/5
Is "too hard" really a legitimate reason to give a puzzle game a low score? People need to stop marking down a great game just because they lack the skill to enjoy it ;..; 5/5
Enemies/bosses are pretty standard, but use of the mouse for secondary weapon is nice compared to similar games that have autofire/bombs only. Can only play half the missions on kong :(
4/5