Check the height of the elevator on Level 19. The guard would have trouble leaving the elevator, presumably because Flash likes to cast things to floating point where it doesn't make sense, and then you get precision errors. You might want to just add a special case to that object's script to manually set their height precisely once they stop.
Man, 37 was NASTY. :( The trick is to NOT push the blocks out immediately after eating the two rotten fruits on the right. And one of them gets pushed out the OTHER way.
It's pretty much impossible to tell what you can interact with. Nothing stands out, and you don't get a cursor change or flavor text for anything you can't pick up but still need to mess with.
The game freezes up the browser for several seconds on a blank screen when loading or reloading a chapter. It'd be a good idea to a) make the loading asynchronous (which will take time to figure out), and b) as a bandaid fix in the meantime, bring up a loading screen first to let the player know that the game didn't crash altogether.
Okay, so distractingly grotesque artwork aside, the game was way, WAY too much of a pixel hunt. Rooms were very, very cluttered with no way to know what you could interact with except to just arbitrarily click everywhere and hope for the best. That's not good point'n'click design -- you absolutely need a way for interactable objects to stand out somehow.
Very desperately needs a Low Quality option. There's very little reason to ever make a Tower Defense that doesn't have that, especially when you made the graphics more intensive than the previous.
In endless mode, every 200 meters or so, half my battalion spontaneously loses half their health, even if there are no enemies on the screen. It doesn't even appear to be localized to a certain area -- the affected soldiers are spread out across the whole rank and appear to be random.
Between the ridiculously long Game Ark ad and the lagginess ingame (please, PLEASE don't abuse gradients, blur, and transparency without a way to turn them off) I just can't bring myself to play it for long.
This was mostly just a tedious pixel hunt. The crowbar on the surface map was WAY too tiny, there was no indication whatsoever that we were supposed to look on top of one random vent out of five, and all the puzzles came down to "find the clickable thing four screens away".
Also, it's very laggy. I can't say for sure of course, but for something this simplistic, the usual offenders are 1) drawing the entire level background as a contiguous segment instead of blitting just the on-screen rectangle, and 2) drawing offscreen objects.
This just feels like such a waste of art assets. I mean, if you're going to go to the trouble of making pretty backgrounds and stuff, it's probably a bad idea to cover it all up almost in its entirety with a cluttered pile of buttons and labels we're not going to be clicking because they're just ways to beg for money we're not going to give you.
If you're going to make everything automatic, just go the rest of the mile and make an idle game. It'll be pretty much the same thing, minus the RAM, server latency, and hilariously cluttered UI (seriously, go back to college and take Interface Usability).
This ending is kind of disturbing in hindsight. The guy flies off to heaven with a lady he knew for all of ten minutes and is clearly not the mother of his children.