Overall not bad, but unpolished.
Units' refusal to stay where instructed, with Auto Off and despite repeated issue of the Halt command makes tactics largely worthless. As a result, the game is far more simplistic than it could be.
Several levels fail to spawn enough enemies to fulfill the massacre achievement.
With some work, this could be a good game.
The conversation text should appear all at once instead of slowly. I like to read the flavor text, but I get tired of waiting.
HP regeneration is slow and paying for healing is tiresome. Returning to the village should simply heal both the player and pet.
Fortune Medallion description is incomplete.
Map exits should be marked.
It would be nice to be able to organize my inventory.
Several times, I have been unable to move through apparently open squares through which I had been previously able to move.
Interesting idea, but clearly not ready for release. Server access is much too slow and battles often freeze up or don't start in the first place. If it ran locally, it might be a decent game. 1/5
Decent robokill clone, but it doesn't add anything new other than a few achievements. Removing the teleport ability was a terrible idea. Backtracking through empty rooms adds nothing to the game. You duplicated the robokill problem of enemies dropping items in inaccessible locations. They fixed it for the sequel, why didn't you? Getting stuck against enemies sucks.
Overall, green towers seem weak in comparison to the other two towers. Blue towers, combining long range, good damage, and fear seem by far the best. Tower quality discrepancy is offset somewhat by the building location restrictions. You should probably mention the requirements for brilliant in the tutorial.
Well done. The three tower types with restricted placement combined with a few universal bonus squares makes for an interesting challenge. Skill paths are varied, giving incentive to keep playing. Here are a few suggestions to make it even better: The indicator that a tower is ready to upgrade can be difficult to see when the tower is on the far right of the screen. Once skills are well developed, the only challenging enemies are ninja. Planning tower placement for the entire level to be able to kill the one ninja boss fast enough to get brilliant is tiresome. A skill that helps offset the problem of invisibility would be nice. Waves consisting of more enemies at once might be a good way to add challenge. Being able to summon more than one wave at a time, for some bonus, could work as well. Shortcut keys for the spells would be convenient. Poison Mastery and Fire Mastery seem a bit weak for top-tier skills. A decent chance of a really weak DoT is not impressive.