I played it for about 15 minutes, it's a neat concept, but it's rather boring because it's so obvious that only fire speed/damage matter, with fire speed losing value after it gets to a point because if you're not one hitting enemies you'll lose.
I could see an idle TD working, but this isn't really fixable.
If you compare this to trimps this game is a 2/5 at best. After the first hour nothing at all changes, it's the same repetitive gameplay from then to you decide to stop. It's like it takes an hour to get to the end game, there's no challenges, nothing changes (You get more resources and eventually you get to have more units on the field after you've played for a few weeks, but no actual changes). The beauty of idle games lies within their intricacy, this has none of that.
If you removed walls, lowered the health of enemy buildings to 1/5th what it is now and made it so mages only target enemy units then most of the problems with this game would be solved.
You can't have an easy game with a hard ending. It breaks the flow, first 14 levels are easy then suddenly one hard level needing me to grind to get all the upgrades? It's a good game, but that's awful pacing.
By the end I just ran past the groups of enemies as there was no real challenge or fun to it. It's a decent, quick game but no enemy is really challenging and it's not all that fun on its own.
Bloodsausage. It's not 10hp. My Mortars to 6000+ damage a hit and healers will go back to full health. There would need to be 600 healers in play to heal that much.
With a good launch game you should be able to at least make small upgrades after every good run, with this it's more like make 5+ good runs then make good upgrades. Launch games shouldn't really take 5 hours to complete, they're more a 1-2 hour deal unless they're really complex, which this isn't.
Very good game, you did a good job of giving us reasons to use each class of unit, and five units is a really good number (When combined with the two options to upgrade), and you do a good job of implementing it. That said, Personally I think your art style is juuust a little too much like that of kingdom rush, I feel like I'm playing a game developed by that same developer but with a twist.
I get the feeling that it's trying to be quirky, but it's not really working because it's just not that solid of a game. Quirky games need a solid foundation as much as any other game.
I've played it through and what it really needs is diversity between the races. Maybe give elves a range/speed focused army, give demons weak hordes, orcs a range of units from small grunts to large warriors. It'd be so much better if each race had its own set of units and play style.
This game is such a ridiculous improvement on the previous game. I mean, it's just so, so much better. That said I'd have preferred if we were limited to 8 units instead of 10 as I find 10 is just a little bit cumbersome while 8 I can happily do.
I'd like to request that settings are saved, it's just a little irritating to have to change them all every time I play. It's a very good game for what it is, though I'd like to be able to move around from one system to any other rather than a level system, which would be such a huge improvement to my mind, I'd also like a bunch of minor improvements to make it more like the traditional game of this sort, I don't know if you were trying something different with the level design, or if it would've been to much work, but I think the traditional way is the right one in this case, I want to reiterate that I think it's a really nice piece of work, I just think you can take it to that next level. I'm going to enjoy playing this all the way through.
I'm not a fan of any game which uses girls with huge boobs to appeal. I figure it's a sign that the game itself is lacking so they stick massive pudding boobs on the girls to appeal to 13 year old boys.
Thanks for your feedback. Please try the game again once it is fully completed. I hope you'll enjoy it then. :)