One thing, tho... I like the ninjas, but the smokescreen can last a little too long. Sometimes you'll get ONE HIT on a ninja boss before he makes it all the way to the gem cave invisibly.
And the lifts.... THE LIFTS... they make me want to slit my wrists. It's not HARD to solve them, it's just so bloody SLOW. Speed it up. Maybe color code the lifts which move each other so there isn't so much goddamn trial and error involved.
Ok, I have to admit it: running the embermites and the watergrubs around on mission 18 was actually quite cool. Less cool on mission 22, tho, ramping the difficulty level up when you're controlling something indirectly just makes it infuriating. Oh, and mission 24 is the worst thing ever created by a human.
Ah, the makers of Cube Colossus strike again. It amazes me how people who are obviously such competent programmers can make games which are this bad. I won't start picking holes in this game because there are so many I'll be here til Christmas.
Starts getting pretty tricky on hard mode, although some of the problems you find yourself faced with are rather underhand for a tower defense game; fast moving balloons slipping through a gap in your defenses' firing cycle is perhaps forgivable (since it at least encourages you to diversify); less so is when the majority of your towers throw attacks at a balloon which is immune to them, whilst you have no way of directing those towers that CAN damage the balloon.
Stop yer whining about kreds. If it's worth playing, it's worth paying for. Not sure that it IS worth playing, myself. Only played on medium mode so far, but I've never needed any placement strategy beyond bunging everything at a single choke point, which isn't very interesting.