I think everybody that complains about the hard badge simply has the wrong mindset. You're expecting the same linear progression of difficulty with the zombie variant as with the main campaign, but the progression from the campaign to the zombie mode is different and the same strategies don't apply.
Samster, this did not copy Bloons at all. There are no similarities that I see that can be drawn, and in fact, there are many differences (mainly there are three different creep types, tougher creeps don't spawn more of themselves, and there's no freezing). Tower defense is an entire genre, don't make blanket statements.
I personally like the music, but before it gets used in a game that gets loaded onto a site like Kongregate, I'm pretty sure permissions need to be worked out. Also, another problem with the music: When you enter the title menu, the song just starts, so if you lose the song loops onto itself. Just a quick suggestion on the game itself: having such a thick pointer makes it tough in the beginning to tell exactly where the hit is detected.
Only suggestion I would make would be to make an option to not always bring up the video for meetings and missions, but rather just say "Mission Success, click anywhere to continue" so that it doesn't interrupt whatever the user was doing before.
It's decent, but maybe with a little "young" theme for a fairly complex tower defense game. A quick suggestion would be to make it worthwhile to send the next wave, as it is it's actually beneficial to not because you still get income from the candy shops and you restore energy from the factories. If you send the wave you're left with what you had.
This may have been fixed in the new version, but this comment applies to this particular game. The Hurricane tower obscures the other towers and prevents any upgrades from being added because you can't select any towers within the radius of the actual hurricane.