pretty good. I know methods exist for making sure things won't spawn on top of you or too close to you, which you may want to look into. Besides that, I just think the game's difficulty doesn't slope up fast enough. Good luck!
It's great that the damn little Cebolla can cast heal 3 and slow. Makes him impervious to anything I can throw at it, and my power down attacks and upgraded regen rate make me impervious to anything it can throw at me. We need a battle timer
Levels you can star: 2, 7, 12, 13, 17, 19. 19 is tricky, but if you let both the flaming pumpkin and the the fresh pumpkin down close to the same time (the flaming one being first,) it is possible to have one of the rotten ones fall off the stage and have the flaming pumpkin ignite the dry pumpkin and keep the fresh pumpkins safe.
You've done a lot of things right. Here's some suggestions to make it better (mind you, I only played on normal, I don't know what hard is like): 1.) I agree that getting between fighting and upgrades is a little abrupt. Perhaps a 3 second countdown before the actions starts again? 2.) More attack patterns within a stage. The same attack pattern for the whole stage gets boring. 3.) Can we have the achievement for beating easy and normal be awarded if you beat it on hard? And for easy if you beat it on normal? If you can beat the higher up levels, you don't have much motivation to play the others, as you would most likely sleep through 'em. 4.) Keep making games!
If I were to rank your games, this would be third, behind Epic War 1 and 2, in that order. I'm glad to see you took a different direction, the lack of which made 3 and 4 feel merely like epic war 2.5. We finally have our Epic War 3.
Would be cool, but it would take forever for the program to find those accounts, so not sure if I'll implement that.