There seems to be some kind of weird bug. Letting the game play in the same browser instance for a few hours, and then then game seems to peak at a given level (I'm just loosing at that given level). Just closing the browser instance and restarting a new browser process and I can pass easily that wave and at least 10 more. So it seems that somehow the longer the same instance is running, the weaker the player becomes. That was tested on Chrome only.
Addicting game, well done. Part of my addiction also comes from visual enhancements of the castle and defenses which seem to be evolving as a function of defense level reached (for example the brown walls suggesting some kind of clay material, becoming grey suggesting some kind of stone material). I don’t know if there are more enhancements as the level increases, but I would love to see even more of them for all upgradeable features (archers, lasers, canon, and defense). I guess this may be a bit time consuming and not the most interesting part of the job though.
Just to show that the balance is pretty off: final wave in hard mode with Earth towers only (flawless victory) https://www.youtube.com/watch?v=nB0oBPXUtCE
Very nice graphics, the game layout and gameplay logic are looking very similar to Kingdom Rush. However the game balance is very poor, for example:
1) The game can be quite easily completed using earth towers *only* and spells, meaning all other tower types are pretty useless.
2) Some enemies are way too strong: needs rebalancing.
3) The difference between easy, medium and hard settings shouldn’t be about cash only. This is barely interesting for the player. There should be different waves of enemies in order to distinguish difficulty levels.
4) As already mentioned, enemies should have specific weaknesses and strengths related to the different tower types, and these should be clearly documented in the game itself. This should help rebalancing.
5) Some enemies are moving way too fast. It is more interesting for the player to raise difficulty by adding more enemies rather than having too fast moving enemies.