Aero-firemancers. Firing three balls of splash damage into crowds of enemies at point blank range with a firing speed and damage increase supporting them. FEEL MY WRATH.
The kicks can travel for 5 minutes, but you have to pay attention as you're going to run into something where you have a second or two to mash buttons like crazy? That's just a bad design. At least make the instructions come up first every time.
giant backloaded difficulty curve much? It was all peaceful, and then suddenly the lasers and motherships came out of nowhere. Warp would have been much more useful if there were levels where you could use it to warp past a laser defence (maybe to attack a mothership or something like that)
Good concept, but too many rough edges. notable ones include lack of a save feature, you can't continue from challenge into free play (have to start over, lose people there), staff not responding quickly enough (when awake), no one to hire for calling a taxi, and WAY too many fires.
@friedrice8791, actually, it is problematic, as he can get to the end before you can get that many meteors off. I went with fear towers for most of the game, but for the last level and the 12th level I couldn't win until I started using the rapid fire orc towers. If you stack the entrance with them, they'll all get one hit in on each ghost before he goes invisible. combined with critical hits that works really well. You still need maxed meteor to beat the ninja boss though.