You can see the blank tiles if you click on them (although they return to blank as soon as you click elsewhere.
This is a pretty good rendition of a mahjong game, but there really isn't any reason for the long load time.
This game already exists under a slightly different user (gamesjungle, without the TD). I don't know if this is the same user under a different nick or someone pretending to be the other one.
http://www.kongregate.com/games/Gamesjungle/jungle-hunt
Making you lose all your money for failing a mission is a bad idea. You should keep about 50% of what you earned in a failed round, so that you have the potential to slowly build up your resources to the point where you can beat it. As it stands, a player can come up against a wall where it's no longer possible for them to proceed through the game.
Alternatively, allow previous rounds to be replayed in order to build up funds.
Good game, I've always been a fan of risk. Two suggestions though: 1) Allow your units to leapfrog over each other so that you don't bottleneck yourself. 2) Give an option to disable the dice roll animation. Since there is nothing you can do during that it's just an annoyance to have to sit there twiddling your thumbs.
Good overall, but needs tower stats so that you can figure out if you're better off upgrading an eisting tower or building a new tower. Also, the "best" weapon is pretty useless. It's twice as expensive as the tesla twoer, seems to have about the same power level, but has a very tiny range.
Your balloons keep multiplying and/or earning money while the "level complete" dialog is up, but the time stops flowing. In theory, you could walk away & get infinite points.
I went to the shop after my first run & clicked the first un-owned pumpkin, after which it said I had $999,999 left. I was then able to buy every single upgrade & still have about $333,000 left.
One "secret" formation is to put 8 chepo towers around the center square. A second formation is to then put a middle cost tower in the center of that arrangement.
Extremely primitive game. I did however figure out how to draw cards, you have to click the 2nd slot from the right in your "hand" (you'll see the cursor change to a hand when you have the right spot). It's very nonsensical, but at least it can be done.
As some others have said, it has definite potential, but still needs quite a bit of work. I't two biggest problems are that it's too short & too linear (ie, you can't choose to attack villages in some different order).
Amusing idea, but WAAAYYYYY too primitive. It's a good start for a game, but it really needs quite a bit more work before it should be published (a limit on the number of bullets, a timer, more than 1 level, etc)
The number of towers left behind isn't random, it's based on how fast you hit the main menu button. The towers that you had get destroyed 1 by 1, but if you hit the main menu button before they finish, you wind up keeping whatever ones were left.
Great game overall, but it really needs a way to "sell" towers. (Even if you don't get money back, just being able to clear the space for a different or better tower.)
If you use your imagination the steps resemble the ones at the end of many of the levels in super mario bros 1, the bricks on the right vaguely resemble the castle, and the top bricks resemble the ones mario hits or stands on throughout the game.
One thing that makes this game quite bad though is that the path/s of the creeps are unmarked & pretty random, so you can't set up a proper defense.
Nice concepts, but this thing is way too memory/resource heavy. It's computational overhead seriously needs slimmed down a lot. At the least it needs a low quality option (the flash quality option via right click doesn't work, it won't let you click low or medium).