The perspective is horrible - it's very difficult to tell how far from a ring you actually are, and sometimes whether it's at the same elevation as you - several times I could have sworn I flew right through the rings, but they did not count as collected. Needs a LOT of work.
Difficulty curve needs work. On wave 10, the creeps can't get halfway through my tower maze, but then come wave 11 and I can't stop a single one of them. Difficulty of creeps should not increase exponentially in between levels like that.
Has some pretty good potential, but installation of items doesn't work - you cannot drag them from your inventory onto the ship. Not sure it's worth playing any further until this is fixed since it's a pretty major feature.
This just doesn't seem finished. Some of my employees, even when given exits, won't leave at the end of their shift - they just stand there getting angrier and angrier. Do some more work on this - make the employees actually leave consistently at the end of their day, work on the interface - we really can't tell why they're angry.
SOME kind of explanation as to what the employee's emote icons mean would be REALLY nice. Also, who FIXES things like light bulbs? I tried hiring and firing multiple types of employees. This game needs a much more expansive tutorial before it's playable.
there seems to be no way to progress once you have the fire and the first heart. I've lit all available torches. The cold guy doesn't unmelt no matter how many times you hit him with fire - he just complains it hurts him. The green monsters seem unkillable, as do the blue bat things. You can't swim *down*, so you can't take that water path, and the jump on the far right is too high to jump.
The fire sometimes does WAY too much damage with just a slight hit of it. You can go from full health to only 1 health left with a light brush, which makes buying extra health POINTLESS.
Starts out fun, but quickly begins to embody everything that's wrong with poorly designed platformers. Especially the red zone boss. Third stage of him takes an annoying amount of jumping to get to him, and then he's virtually impossible to hit before he kills you, forcing you to once again do the annoying amount of jumping to get to him just to die again. BOO.
Why are the normal quests one shot attempts? They seem virtually impossible, and not being able to redo them AND not getting paid for them, is aggravating, and makes progress slow. Definitely the worst of the Protector series.
Okay - you need to award money for distance. Some runs you don't receive any funds which makes upgrading a VERY slow and tedious process. EVERY run should have money awarded.
As tower defense games go, this one is poorly done. There is an occassional graphics bug that erases the path and crawler, upgrading towers is useless (generally for a TD, you want to design it so that upgrading towers is preferable to spamming them), and the Skills/Achievements upgrade system is just too expensive (it takes 3 victories to get the CHEAPEST one).
After getting the jetpack, it doesn't seem that there is anywhere new to go. Everywhere is either inexessible via being too high to reach even with the double jump, or just leads you in a bloody circle right back where you were. Aggravating, pointless, and really gets boring fast going in circles. 2/5