5/5 for a great premise and *awesome* voiceover...
-2 for *extremely* laggy code. Update it after optimizing it with a profiler (like http://jpauclair.net/flashpreloadprofiler/), pm me, and I'll adjust my rating accordingly.
This is the kind of game that makes people say "Maybe I *could* make a game in Unity." Nothing too fancy or flashy; just a clean, slick interface on a fun, uncomplicated game. Bravo. 5/5
The Zeus is insane overkill. While it does *very* little damage to buildings, it's shots simply erase any creature they pass through on their way to the edge of the screen. Combine that with its Shield skill, and it's perfect for keeping the field clear for your heavy hitters to move up and destroy the buildings.
To take out the dragon fairly easily, fill in every square on level 15. Your guys will spend *far* more time wandering around, getting their HP back than attacking the dragon.
I agree with those who are irritated by the *completely* random paths. I've come back after ten minutes to have them *still* wandering around the same small area. Fortunately, the solution is pretty simple:
1. For each character, create a 2D array the size of the cells on a floor.
2. Each time each character enters a cell, increment the value of that cell.
3. Generate a random number (e.g. 1 - 5) for each legal exit from that cell, and add to it the value of the cell in that direction.
4. Choose the lowest value and travel in that direction.
Over time, the character will tend to drift in the direction of the cells that it has travelled over the least, while still wandering around.
Bravo! One of the best TD games I've come across yet. If you were to take the time and effort to port this to consoles, I think that you would make a bundle.
Like many other games of this type, the actors are *MUCH* too large for the screen. After a while, there are so many on the screen at once, and you have to move so quickly to avoid them, that there are often times when the narrow field of view means running into enemies that you should have been able to avoid. *PLEASE* make everything at least half the current size. Grid Wars is a perfect example of having plenty of room to manoeuvre.
I haven't seen a decent flash pinball game in a while, and this one's retro feel really took me back to the days of Pinball Construction Set on my Apple //c. The physics still needs some work, and it is *far* too easy to keep the ball in play. (Gradually increase the gravity to make it harder.)
Before you start on a new one (and you *definitely* should), grab some emulator & ROMs to check out these old classics, to really get a good feel for how they were done:
Nintendo: Pinball, Pinball Quest, & Pinbot
TurboGrafx-16: Alien Crush & Devil Crush
Atari ST/Amiga: Starball
Apple ][/C64: Pinball Construction Set
Pretty cool game. Please make the characters smaller, so that you can have more room to manoeuvre. Also, I leveled up as I died, so when I restarted the game, I immediately went to the level up screen. You should always make sure to re-initialize all appropriate variables when restarting.