I like the gold stealing and mana stealing bits. I probably would have made the stealers take it back to their source instead of just vanishing though.
I love that you don't need to reset the puzzle to be able to finish it. So many of these types of puzzles, if you make one mistake, you have to start all over from the beginning again. But with this one, you can just keep playing around with the cursors until you get it right.
I'm not having any trouble with the interface. Seems very simple. Rotate the puzzle, hold down the space bar, click and hold on a single piece, and move the piece in one direction. Let go of the space bar, and repeat.
I like the upgrade paths. I like the different area for different towers. I do think there should either be a way to return a gem, or have the towers focus on a gem carrier. A lot of times I saw towers attacking other heroes instead of the gem carrier.
It's certainly an interesting departure from the typical presentation of this type of game. But where are those "tons of upgrades to explore"? I only saw a few.
The track laying interface is clunky, it's difficult to build tracks the way I want. Bulldozing is a hit and miss, it's difficult to bulldoze what I want to bulldoze and not bulldoze what I don't want to bulldoze. Right now, building tracks while trains are running and having to run the switches all at the same time is insanely difficult. Develop a better track laying scheme, better switch control and better bulldozing control, and it will be better.
Don't forget that a pure single color tower can be upgraded to level 6. With the addition of a third same color crystal, the damage against strength goes to +100%, while the damage against the weakness goes to -0%, i.e. it does the same ammount of damage to the weak element as it does all the others.
Allow the buying of spells during the building stage instead of the fighting stage. Around level 30 on easy I ran into what I assume to be a glitch, the fight stage started, then switched back to the build stage, while there were still enemies.
It's an interesting concept. I liked how different gates and paths will open up as the waves progress. One issue, however, is there is a lot of text to read on each of the towers. I would suggest removing the wave timer so the player has enough time to read everything they have to read.
Amazing game. The concept is abstract. You just have to observe what is happening and come up with a hypothesis for what the rules of the current level are.
Very well done. To those having trouble: Only three units can attack or defend in a single attack. Dice are not added together to resolve the conflict, they are compared one dice to one dice.