Traps instead of turrets is indeed a very interesting twist. Occasionally though you can end up with some remarkably powerful combinations, ex tarpit, tarpit, triggers, log roll (only exit to the left or right of the log roll) will keep an indefinite number of pirates stuck, except the occasional (1 or 2 at a time) fast pirates or captains.
This is much better over the last (version?) of this game. I didn't like the fact that if I lost I had to start all over, and the upgrades are now provided instead of purchased!
Rescuing survivors is way too much EXP. I spent the first 3 days doing nothing but rescuing. Then I bought an auto-shotty. 2 more rescues, some supplies, and about 100 zombies later I had all the autoshotty upgrades.
Explosions need to be far more instant, the original game had instant sized explosions. As you have it, if my missile misses 1px above the enemy missile the explosion wave never catches up to it.
There seems to be only three kinds of attacks: Master Attacks, which do the unit's maximum damage, Weak Attacks which do 1 to 2 damage (half minimum damage (min 1)?), and regular attacks, which do 1 damage, regardless of the unit's listed damage.
Feels too oozy. The acceleration isn't fast enough in order to have enough speed to do things at a speed I'm comfortable with (that is, it'd be nice if it took a second or less to get up to speed, rather than 4 to 8).
Alright I suppose. Hop creeps and arrow creeps certainly mean that the old maze designs aren't the way to go anymore. The two combined make it very difficult to optimize!
However, it feels like this should have been the original, I like how the instructions have merged into the game, along with descriptions of each creep (previously we weren't sure exactly what dark creeps did, only that "upgraded guns hurt them, base guns didn't"), but at the same time I feel like I have to learn all over again how to play a game I thought I knew how to play, which makes sitting through 24 tutorial levels tedious and boring.
Was fun up until level 6, at which point I kept losing by running out of time. Best so far was pummeling 3 of the four bunkers to death and the fourth one about half way. Two of them were pretty easy, because they were right next to each other.