Interesting concept, decent level design, "fun" surprises. A little repetitive though. Sometimes you feel like a hero who's made progress, other times you die in the exact same spot and chalk it up to genetics XD. 4/5
Game is seriously bugged: Winning fails to reward monkey money sometimes. Perhaps after selecting a new track instead of going straight back to the menu after winning?
*munches on skittles* MMM I love the rainbow... Mmm... Good game that could be evolved into something epic. Not really sure what jumping is for though. 3/5
Last protip: Remember to use the priority system to your advantage. A ninja set to "last" aimed down a straightway or a sniper set to "strong" will do the most damage.
Now for the review: So... I've never been too excited for Tower Defense games and it's clear why. They're usually a mix of turn-based/realtime puzzle/strategy. But, they're hard because they're needlessly complicated, and boring because they're slow and grindy (by default?). They're math puzzles that don't allow for creativity when things get tough, and frankly just not interesting games. This one was OK I guess, although probably not meant for newcomers. The presentation is incredible for a 2012 flash title. After playing for many hours I can say I much prefer Creeper World. 3/5
After you unlock Banana Farm upgrades, you should play Monkey Lane on hard mode and try to generate obscene amounts of cash. Towers get 1 XP per pop, so you should save/load spam on round 70+, rebuilding everything each time to level up all your towers (except water ones). You should then build a few Ultimate Temples and continue in freeplay to earn the fastest XP for your profile rank. Should you die, just load yet again. I got to rank 52.
So, I finally got all the badges. It turns out Clock is the easiest expert track (I thought midnight would be a SUPER short path, straight down then back up)... Time for the real protips: When placed properly, Ninjas are REALLY good in the beginning rounds. You'll take a little damage but can have 2 1/0 farms by round 15. You COULD clean up with a sniper, who can also deal with lead bloons (although acid glue is more effective). It's critical to get as many farms running as fast as possible, since the passive income will create a slippery slope effect in your favor. You must balance upgrades between the farms and your defenses. This is impossible to do reliably since there's no wave preview. The solution? Cheat. There's no penalty for loading saves, so save whenever you're in a good spot with spare cash.
The game is also buggy, you can disable the CPU sometimes by trying to play during its turn. You can fix it by unselecting all the dice and threatening to quit. The badge counter is a mess too, saying I have 91 awards when I actually have 102, and 2 more of my awards disappeared! When reloading the page my counter went down to 79.
Getting even 2 consecutive Zilch free games seems completely impossible. This reminds me of Badge Outta Heck from Spore, which was impossible to achieve without modding.
Boring and purely luck based. This game has no strategy at all because the threat of Zilching far outweighs the average payoff, and the scores are so different that most of your points come from the RNG of your first roll each turn. This is also why Reckless is threatening, because RNG weighed far too heavily. You don't even get the CHOICE to be cautious because the game forces you to take at least 300 points for absolutely no reason. This means that some of your Zilches are forced and your decisions are meaningless! This game is so brain-dead that you can get 70+ awards with an auto clicker. CPU turns should also be skippable; they're just a huge waste of time. Definitely 1/5, a failure of game design.