The game doesn't take full control of the arrow keys, so walking causes the page to also scroll left/right which is a bit annoying.
Jump should be possible with the up arrow since it isn't being used by anything else, dash could similarly be mapped to the down arrow.
I love point and click games, but your teeny tiny format has stopped me from enjoying or even being interested in this series (older being even worse since you couldn't even zoom in). I mean really, do you really like games where the actual world is 1/4th the amount of your screen with most of the game being a black box around the edge?
It's 2015 man, don't punish us because we have a 1080p (basically standard res, fairly common for desktops) display! I'm honestly not sure how you expect people to comfortably play your game when they need to find tiny details to play it. The tall aspect of the view (heavily contrasting computers and better suited for a phone form factor) and padded inventory almost seem intentional to make it so you can't play the game by zooming in. Also pay for HD? *Flash games* already can use vector art that is infinitely scalable!
Please don't design flash games with a fixed resolution. Not only is it an insult to Flash (vector, being easily scalable to any resolution and still looking good), it's inconvenient and makes the game unplayable for those with modern monitors. 1920x1080 screen here (pretty standard resolution) and I refuse to play a game that occupies less than 1/4th of the screen.
To add to what I said before: I replayed the first few levels, the popup about meteors and golems just said you need to target their weak points (I thought it said more...) which I try to do, and I'm not sure if it's not "hitting" the weak points (I have tried the very weak seeming snaps and other places near it) or it's just doing minor damage, something needs to be changed. Another thing that adds to trojan difficulty is that once you defeat it, enemies pop out. I usually defeat the trojan horse almost off-screen, and the swordsman originally attacking it take longer to fall than the trojan enemies, meaning they do not engage in combat (so, I lose anyways).
Imps show the same weapon effectiveness stats, but the description says they can only be hit by archers and mages.... so wouldn't that mean they're immune to swordsman and cannons? Why can't they be hit by cannonballs, those are projectiles!
You pretty much have to call waves early immediately to receive the full bonus. 5-10 seconds between rounds is too short. Try at least 15-30.
Slightly flammable barrels?
Cool concept, poor execution. Was relatively easy until Blundia Castle, as the trojan horse has no weakness, making it difficult to defeat, which makes things worse because giants consume your swordsman making you vulnerable (but without them, you can't defeat them often anyways).
Powerups are underpowered and only last a few seconds, effectively useless against giants. The instructions for hitting giants with meteors shows up ONCE with no way to read it again, and even if you try to hit their weak points, it still seems to do no damage against giants.
Ghosts.... why? They're invulnerable to everything BUT magic and the hero? You really decided to put at least 1 of these in every level? Considering Golems are immune to magic, that's just plain annoying to have to make a tower just for a few ghosts... it also seems like something brought to life with magic would be weak to magic (but resist arrows).
Arrows keys and the spacebar should no longer do anything with scrolling. Also, controls are now rebindable. Thanks for playing our game!