Currently linked blocks need to keep sparkling so the path of influence is clearer. Players should be able to spend their time deciding how a series of moves will play out, not tracing the path of what this current move will do.
Dealing with the ninja bosses is extremely difficult, but not impossible--and doesn't require gambling on freeze. Upgraded, you can unleash 5 meteor spells in a single round if you can do it quickly enough, and guarding the entry points with burning evil eye towers also helps.
At normal game speed and with your keyboard hand on escape, press attack, then meteor, then quickly cast the moment you see the ninja and immediately press escape. While paused, hover mouse over meteor, then hit escape, click, jump to ninja and click, and immediately press escape again. Luckily you don't have to be terribly accurate with the actual spell casting, but note escape cancels meteor while selected--you can only pause for the return trip. Rinse and repeat until boss is dead.
It's a far more ridiculous solution than proper hotkeys, but at least you aren't gambling on random (and poor) chance. Using this technique, I've just succeeded at 3 of the 4 hardest levels.
It would be nice to have a survival mode after the levels are completed. It would help with achieving the remaining upgrades and subsequently tackling the badges.
I find the popup menus quite annoying, especially since they don't go away when you click on the last currently available upgrade.
Other than these issues and the overall shortness of the content, it's an excellent tower defense game.
I loved it overall, and won't bother repeating what many others have already said, but I do wish that the bullets were on a layer under the baddies, and also that ctrl activated the bomb. Hitting space from the d-pad is quite disruptive and in later levels I died for lack of ability to hit it and maintain maneuvering capabilty until it detonated.
I'm left handed, and my patience for games that don't allow key configurations playable left-handed is long gone. It's not that hard to do properly. 1/5
It takes real talent to make a game that has only 4 input keys require both hands. Why on earth wouldn't the up key map to jump? It's far more intuitive than splitting one aspect (movement) across both hands, and a game so simple shouldn't even require both hands in the first place.
I left it running for the day. I'm now on wave 9613 and have 4,607,884,703 gold. I can't level up the last necromancer because nothing ever reaches it so it can't get experience. How much longer should I leave it?
I have to time my jumps between fits of stuttering. Is the recent lineup of Flash games particularly terrible, or has a recent Flash update screwed the pooch?
Dark_Shuyin: Because it's a one story house. Only a two story house or bigger could have stairs. Question 13 is wrong. If I was in first, and lapped the person in last place, I would still be in first. That is not an impossible thing.
That's the intended reasoning, but a bit annoying since it's not entirely true. There's absolutely no reason a one-story cannot have some stairs, such as entry way steps or a raised dais, or a single split level (one side of the story being higher than the other).
I hate trick questions that try to trap you with one common assumption or skipped detail but depend upon another. I guess you could say it's a little disingenuous.
The balance isn't quite right. I spent a lot of time doing tiny punts for few points until I finally managed to get to a certain point of upgrades, then suddenly one or two good rounds is enough to max out the upgrades and one more round maxes out what you can accomplish (since there is an upper bound on the amount of power you can achieve). After that, there's nothing left to do, and the effort was not very rewarding.