Large cells (with 20+ units) should have some benefit. Attack faster, attack multiple cells, etc. Otherwise, it's easy to build up a surplus that you can't use.
If something bad is going to happen, like survivors dying, it should be tied to player actions. Make that a minigame. Or just don't have survivors die, have them out of commission for a few waves. But when survivors are basically the most important part of the game, and they die randomly even when it says they're safe, it kills the fun.
So the free melee weapon kills the basic white guys in 3 hits, and the best melee weapon kills them in... 2 hits? Not much of an upgrade. Nice game, needs balancing. Also, put damage in the weapon descriptions plz.
Fabulous amount of content for 2 days of development. 2 requests: Don't respawn enemies, it just makes it take forever to backtrack. And by the end of the game, let us kill everything. Maybe color-code enemies, so you need the right weapon to kill them, but let us clear it all out.
@Developer I'd put something in the description like "Demo with X levels and Y classes. Full game has XX levels and YY classes for $5." So we know what we're getting, and so we know what we'd be buying. Build the trust of gamers, so we're more comfortable buying. (Because wouldn't it suck if the $5 only got us a few more levels?)
I don't mind the demo, actually. It has around 10 levels and 3 classes, and is a solid (but short) game. 4/5 stars. The full game is $5 with the discount code, which is pretty reasonable. If paying $5 gets more developers making more games of this quality, I'm all for it. It's much better than recharging energy all the time.
A series of chess puzzles would be a nice game, actually. Mate in X moves, things like that. Anyway, as an exercise to learn flash, this app isn't bad, but it's not a game and you'll probably get no love from the internets for it.
20+ cell transfer more energy per second (faster attack).