If you're going to have an ability to spend points on which runs the game for you, it might be nice to design it so that it makes a somewhat intelligent choice about what card to play. It currently does not, making autopilot less than useful.
Nice, but fails in the same respect that most of these side-scroller army games fail. Archers at the enemy base stand far enough back that no troops attack them. They multiply and eventually overrun your attack unless you spam magic.
I found a flaw. If you click a spell before you place your champion, you lose the ability to place the champion. Then you cannot do anything, because the game requires you to place your champion first.
So, don't click spells first on accident.
Very repetitive gameplay. Unbalanced units. Plus an unfinished feeling, like what does the evolution bank do? What good are assimilators if they put more into a useless bank? Maybe I'm missing the functions of these things, but they seem pointless. 3/5.
Decent TD. The spots I would improve upon would be that the tech tree is too easy to max out early and that it seems to be almost necessary to replay early levels before you can advance past the second level (tanks are too tough too early to take without significant tech). Ramp up the difficulty a bit slower and award less points for tech to keep interest a little longer. 4/5
Assuming this is an average weight box turtle of about 350 grams, exiting the tank at around 7000 meters per second, this little guy has over 8.5 million joules of kinetic energy. Which promptly hits a balloon secured floating spike and stops in 0 feet of space. I'd have never guessed that balloons could have absorbed megajoules of energy flawlessly.
From wiki: Red herring is an idiomatic expression referring to the rhetorical or literary tactic of diverting attention away from an item of significance.
i.e. a red herring is a useless diversion. It's lack of functionality is predictable.