The version on ArmorGames doesn't have the Revive bug; it's something that happened when they patched the stat tracking here. So head over there if you want to play until it's fixed. All your saves will transfer even.
I wrote the bug report, but is anyone else getting the issue where they can't raise companions/assist them in anyway? Do I need to clear something out? It worked FINE two days ago, but now I never get the Press G prompt at all, and there's no way to save them if they get knocked down at all. It's really frustrating as it's kind of a game breaker.
I'd really love an "Iron Man" mode where your heroes, if you lose a board, are deleted. I think winning the game with that would be much more of a harrowing experience, but possible.
Definitely needs a save feature. I'd get way way more into the game if it had one. I honestly figured it autosaved when I had to quit last time, only to come back to find out my character was completely gone. I mean, Jesus Christ! It's boggling this feature was omitted.
Need a huge amount of tweaking. The fact your turret doesn't start on Auto is annoying, the lack of any kind of break between waves or bonus for beating a wave makes things really tricky, but more importantly the bugs are game breaking. Sometimes no zombies will spawn for waves (spawn all in one place and die), other times they spawn right behind your turrets.
The turrets have no priority AI, so they will stop shooting at zombies close to your flag to turn around and kill a lone zombie that spawned behind it. This is the biggest problem, by far. The FACING of the turret needs to limit it's arc, really bad.
PS: If you continue with this kind of gameplay in the future, I'd also very much like to see maintenance fees on heroes and your per-round starting money tied to your overall money, to help make the "mercenary" thing feel more.. mercenary. I'd really like to have to debate buying more units because I want to save money for the next mission, and think it'd add a layer of depth.
Long and short: I like this version of the game and where you're going with it, but I'm probably going back to play past installments instead of this one again as there was considerably less challenge and no penalty for failure.
C) One other problem is kills give way, way too much money compared to previous versions on many maps. For example on the final map, any difficulty at all was trounced by the fact it was giving me so many hundreds of coins per kill that I literally had to throw money away on buying a massive army. Many times I've had to just buy a dozen or more scrub units because I simply have nothing left to upgrade, and my /existing/ forces were holding the line.
... so in short, patches I'd like to see to this version is an increased difficulty mode with less cash in-mission and a way to look at unit types in detail before purchasing them.
B) Not enough diversity in the unit types! I can't say how disappointed I was to get a cool looking/sounding unit and ultimately have it hold the same skill tree as 3 or 4 other units. It'd be really nice to see the skill trees before purchasing units also, to avoid overlap. I loved the unique units like the Reavers and Scavengers, or low damage high-range thieves.
I really like what you're doing with this version, but I have a couple complaints (having just played it through):
A) It's far, far easier than previous versions of Protector, largely because of all the heroes and hero buffs on top of your main abilities.