Some additional suggestions: Let the nuke get rid of the enemy bullets. Killing off the enemies is good for shit. It actually increases the chance they respawn on top of you. During the freeze/jam, new enemies shouldnt respawn. Let enemies respawn with a 1,5sec delay between each and let them respawn on the edges, or at least not on top of the player. Coin magnet is a must since you can't earn cash on the later levels because of the constans bullet barrage. Right now, players probably replay level 5 over and over again to get their 400coins or so.
Either get rid of "spawn on top of player" or give a transparency/no damage delay of 1-2secs. Also, money magnet would've been a great improvement. The health regen could probably need another description so it doesnt get confused with a "one use only" healthpack. Other than that, its a very nice game.
Nice improvements over the previous release. Some thoughts sofar: Arrow troops seem ridiculously unusable. The oil units debuff for fire should last as long as the necros and the acid units debuff. I dont see any use for either of the fire units. As is is, melee, holy and debuff accordingly are the only things you need. Also, i find it kind of broken that you need to sell units and replace them higher up, over and over again, to be able to get the star on the 2nd lev.
Change the bazooka sound effekt from Blam to Boom. The laser is a surefire way of getting killed. Its sucks so much it isnt even funny. Up the ammon or at least the reloadtime :/
You can easily upgrade the hitdetection to be on the sides and front of the car as well, instead of just the back. Also, is your "ai" scripted paths for each lap or does it involve some kind of randomisation? Im involved in a similiar game that has been on the shelf for a while (overambitious) so im kind of interrested. ;)
3rd suggestion: Add a script that checks if the sheep being targeted is outside the sheeppen. Its not fair that liberated sheep stand still at the big UFO just because a small UFO down at the sheeppen is scripted to autotarget a wheep as soon as it crisses the fence. At least not when the sheep being targeted is on the other side of the map and it freezes in place as soon as any UFO decides to home in on it.
Another suggestion: I can live with the fact that UFO's regenerate about 50% health when they pick up sheep. What i cannot stand is that they get an increase in speed. Its almost impossible to intercept UFOs with sheep simply because they can outrun most bullets. Also, i don't know if rockettowers gets stupider when a target is carrying a sheep since they seem to loose their ability to home in on the UFO when it is carrying something. :/
It would help if the sheep wouldnt stop dead in its track when a ufo decides it wants to beam it up. I freed a sheep basically at the large UFO, and suddenly a small ufo at my sheep pen decides it wants to beam it up. So it travels across the entire map with its beam-me-up-Scotty ray on. All the while, my sheep just stands there waiting to be beamed up. Either make sheeps move home even if UFOs are heading their way to beam them up, or get rid of the bug that makes UFOs target sheep from the other side of the map.
Pause doesnt prevent damage, upgrades gets destroyed if the corresponding part of the ships gets killed, music gets played multiple times if you restart the game. Game starts lagging when you go from 1 shot to 3 shots. Lots of improvements to be made
Uh.. you may have gone a bit far with the whole "flamethrowers r0XX0rZ!!!111oneoneone" part. Tier one units being able to kill 3-5 lines of tier 1-3 units in one hit, both in front of AND behind your flamers is bad for game balance.
At the "boss" waves (around lev 49). You really dont need the disabling extra miniships. The mothership 10k hp ships are quite enough to kill the player.