The controls are just appalling. If you use WASD, your left hand has nine keys to control (WASD + nine spells) and your right hand two (attack, block) -- completely unbalanced, especially since most people are right-handed. If you use the arrows, your right hand has four keys (arrows) versus seven for your left, which is a more reasonable division of labour -- except that the seven keys are 1-5 and either U and I or space and shift. It's impossible to reach all those keys at once with one hand! And why key combos? Key combos are designed for game controllers that only have a few buttons. PC keyboards have 80+ keys so there's absolutely no reason to make me remember baroque combinations of cursor keys and attack when I could just press a single key.
Meh. All the levels are the same. Tower placement is pointless because who'd do anything other than put the air towers at the back and the ground towers at the front? But you have to keep doing that every level. Mines are pretty pointless because they all blow up at the start of the attack and then cooldown is slooow. Achievement for using the air strike twice: because its cooldown is so long you've probably finished the wave before it recharges. Achievement for hitting the reload button: whatever. OK, so the game was a pleasant enough way to spend 15 minutes but it has pretty much zero replay value.
What's the point of the "freshness" score for lobby items? It goes down so slowly that you'll have the badge and be gone before it could become an issue. And you seriously thing customers are impressed by removing a table for a day and then putting it back?
Oh great. Another episode of Papa's [fill-in-the-blank]eria, the game that replicates all the fun of having a shit job, without the fun of getting a paycheck at the end of the month. Seriously, if I thought this kind of thing was fun, I'd go work at my local [fill in the blank] joint and get paid for my time. It's not like that's some kind of unattainable fantasy job like driving race cars or being an astronaut.
I don't see the point of these "simple" tower defence games. To people who like TD games, they're too simple to be interesting; to people who don't like TD games -- well, they're TD games so if you don't like TD... This one really needs targeting options. I just lost the last level because four monsters broke through my main defences and my "mop-up squad" took half the hitpoints off each of them so they all got through. That amount of damage would have been enough to kill two of them and get me to the next wave, if only I'd been able to control what my guys did (e.g., target weakest, target last, target closest) instead of just having them shoot at the monster closest to the key.
The game is a shooter so, naturally, every mission is "shoot all the bugs until they're dead." That being the case, why do I have to keep clicking past cut scenes and my boss telling me stuff about each mission? Every time, he says something, it isn't "shoot all the bugs" so, it's a complete waste of time. Trying to shoe-horn a story around this cannot work because the game fundamentally doesn't make sense. Why on earth am I shooting guns at insects instead of just using fly spray?
The sniper challenge seems to be impossible. Two of the targets are so low in the field that you can't aim at them because your mouse leaves the window and the game stops targeting.
The very first thing that happens any time you play this is placing units. Units are always (so far) placed at the bottom of the screen. So, by default, they should face upwards, instead of needing to be rotated every single time. Basic, basic stuff.