Lag destroys this game, and it's handled poorly. Sorry.
Also, the meter is really harsh if you miss a held note. It's not particularly fun to lose a song because you lag on a single held note and lose because you lose meter for the whole note.
Oh, one more: Giving the LP to a student for the killing blow is frustrating. I know you want to prevent total power-levelling, and you have the 10% to each student thing, but it makes some classes much harder to level than oh say sorceress. You could scale based on level instead to make things easier (IE: Give XP shares based on their level)
I enjoy it, a few things though:
1)The fame mechanic is a way to try to end the game, I get that. I think it ends up being frustrating (since you're "supposed" to be able to do it.) I would probably slightly lower the fame requirements, and just put an end on the game (Principals have a 5-year term, or something).
2) The rewards for quests are frustratingly irregular. I ended up having to take notes on various quests. The 4 star hunts give better LP than the 5 star hunt. Also, the errands are frustrating, it's not clear what you need to get a "nice!" completion. I would either make the scale slide better, so "nice!" isn't as important, or give some sort of probability or indication as to what is required.
3) The apprentice is broken. It's frustrating when you either a) lose a week to it, or b) lose an hour of actual time where some magic user/gun shooter sits behind a lake shooting him. Make it level-appropriate, or make it a separate 5-star quest.
Otherwise, I enjoyed. 4/5
Ok, really, the point is to just grind up to max level and then win? >_>
The idea is cute, and I think it could be interesting if there was just a little more to it. Like, for example, how fast can you win the championship (in time, or in events, i.e.: Training or entering a race takes one day, how many days) But as it stands, there's no skill involved at all. 2/5
It's pretty entertaining, but the end-game balance is lacking. Once you're maxed out, you can infinite loop by killing ninjas and kicking, and so the game goes as long as you want. I'd have added some sort of diminishing returns to prevent this. Otherwise, pretty fun. 4/5
Inferior to DTD. The only real strategy is figuring out when to start building the stronger towers (IE Peon->Machine Gun->Boss), and to use electric floors. It would be more interesting if towers had different effects on different monsters. Also not difficult enough, even on hard. Would be 4/5, except for it being an inferior clone of DTD. 3/5
... one hole? This doesn't feel like golf or mini golf, it's just learning how hard to putt the ball. It could have used more holes, or... something else.