i hope this is just a test, because i hope you'll make a real game out of this idea. this - till now - lacks of so much, that it's barely playable. but - like everyone mentioned before - i loved the concept. go on, do it.
problems with flying things? upgrade: WALL and FREEZE completely. upgrade than the rest of the towers (1/3 upgrades each). You now just build in this order: Mines, AntiAir, Plasma, Heal, Laser, Wall. If you see your Wal getting dameged even a bit, FREEZE'EM ALL. that's it. oh and yeah, later on fully upgrade your new towers (GAUSS, EMP) and SHIELD, which you ALWAYS should use. Why upgrade new ones? because they will have even more range than your AntiAir and Mines. For that: place them behind. That should work ;)
easily a 4/5. but like mentioned by others: the micromanaging gets repetitive. more a 3 or 2/5 now. as everyone including me complains about it, how about making it that way: what the game already does is, that if you upgrade a box (upgrade menu) you see the up-leveled (in-game) version of the box, but only in the upgrade-menu. As an idea, and what the game now (at least) should do: Just let an once upgraded box spawn in tripled time as an Level 1 box (=3 boxes), for example. Or a two-times upgraded box with nine-times the spawn time, that spawns as a Level 2 box (= 9 boxes). Of course, additionally to the increased basic stats from the upgrade menu. As a result, your basic stats won't change and nothing has changed if it's about boxes per time, but what you now got is a less frustrating game with less "micromanaging". I hope you'll see that, because now this game sucks after i played 50%, although i like the concept ;) I'd love to see an update that - however - fixes this gameplay.
I have some serious "Dilemma" Bugs. Example: Boss or Team -> choose team: Loosing Fans. Or: choosing team -> Win fans, and Team. I think it's not the way it's meant. it's kinda random.
i played i on my high-end: works fine. i played in on an netbook: runs way to slow + biggest failure: event while the game runs slow, the combo-timer is still the same. so: the difficulty increases with the slower your system is. and i thought dos-timed-games are from the past. horrible programming + too short. 2/5
Yeah, this was made in 48h for the Ludum Dare 24 competition, so it was a bit rushed. But I do plan to make a better version! Thanks.