I'm sorry, but I'm ashamed of this game. I consider myself an extremely independent libertarian, and the attitude held by this author, and far too many people in general, is one of the main reasons it's an "I" and not an "R" next to my name on my voter ID card. Treat me as if I am intelligent and I will do the same to you, and only after that can society and humanity advance as a whole. Advocating the death of *anybody* due to political differences is as dangerous to your own cause as it is to your own humanity. I would say the same about any person that wanted to kill those that disagreed just for the sake of eliminating the arguer instead of actually winning the argument.
I thought people were just being unobservant when they said they lost their cursor. I was wrong; that thing's difficult to keep track of with all the excess explosions.
Ran into the same thing as NightmareMachine. My buildings are standing, and right in the middle of shooting the heck out of the last boss, it just decides I lose.
If you won't allow the player to move the cursor out of the window, I would suggest you make it extremely clear why. I can't stand cursors in my flash window, and it almost makes the game unplayable.
Pressing space does not cause the power-up that tunnels into and out of the ground to stop doing so, so pausing when you see one and unpausing at the best time possible to grab it is allowed.
2/5, and it's lucky to have received that. Probably wins the award for the most bugged carded game on the site. Twice while simply moving on the first level, the entire level disappeared. The spikes on the third level can "pin-ball" you with no failing on your part, and the controls from the second stage not only seem unresponsive, they seem like they are actively trying to frustrate you.
Got a suggestion if you're wondering how to improve. I noticed a strong difference between your game and most other TD games, and that's how a tower picks a target. DTD uses how long a creep has been on the map due to speed differences and spawns, while some others use how close it is to the exit. With your game the effect would be the same, but basically prevent towers from "being dumb" and shooting something that will be in range later while letting one go that could have otherwise been killed.
If you get a black screen, reload until it's not. Obviously other people have been able to play it, so it's either Kong's fault or your computer, and neither of those answers is an excuse to downrate it. That being said, I like that you did put effort into the story, even if it wasn't the best English I've seen or the best storyline. The fact that it's not just "kill these guys because they're bad" makes me actually read the text.
I'd really like to see some balances, I don't like the random aspect at the beginning. If they were balanced and you could pick which style you wanted I'd ecstatic. As it is it's not bad, though.
I'm uprating this a lot on the hopes that more TD creators will at least give one of the principles in here a shot. Having towers not fire any overkill shots surprised me a lot, but it amazed me at the same time. Good work on that aspect, other aspects need tweaking.