The game attempts to compensate for a lack of creativity in challenge for the levels by simply extending the length of time that you need to defend yourself from an onslaught of the same exact enemies. Moreover, some of those enemies require that you get hit (cloaked tanks) before being able to destroy them--otherwise, you'll have to be lucky and hit them by accident when you're shooting at something else. You could use an EMP to remove their cloaks, but the problem with that is that there's no point in using it for that purpose until the last level, when there are a ton of them, because you'll never know when, exactly, you're supposed to use it--until you get hit. At which point, there's no purpose in using EMPs. It's just bad level design.
The redeeming factor here is that the game is in three dimensions, and the effect is very cool. However, it really wears thin by the middle of the game because the terrain is the same for every level.
3/5
The boss battles make no sense. Was I supposed to tap the space bar or hit it -- because, either way, I couldn't kill the second boss.
Make the temple reparable with remaining gold. The costs escalate too extremely, meaning that I have to choose between upgrades or repairing the temple.