I also enjoy Rogue-like games. Info on chests & monsters provides for strategic choices. (this is a good thing & uncommon in Flash games). Would prefer turn based combat though.
As others have noted there is not much chance or need to use magic.
Perhaps a retreat option? Hot keys for potions & spells.
...sa
Okay. So I begin with 1000 health - how many health do I lose when something get away?
Why not just give me a simple integer so I have a clear idea of where I stand?
There is an annoying bug with "things catch on fire".
I just played level 13 and reduced my towers to Ice and Poison, both of which are supposed to slow their targets but instead a good 25% of the time they are setting them on fire (i.e. making them go faster).
I've already seen nearly everything else set things afire but if Ice & Poison towers setting things afire (causing the opposite effect to what they are described as causing) is damned silly.
The Game already has several towers whose effect is to set things afire - spreading that effect to all other towers reduces the specialty towers to uselessness.
Okay, I was willing to accept that lightning towers might set things afire but when poison towers and ice towers set things afire that's a bit too much.
Ubiquitous fire is not appropriate.
Fails to properly capture mouse-clicks from Firefox on a Mac.
Selection menu is too dark.
Click to select-Click to place-Click to activate is not the best choice. Particularly when the selected object is not visible until it it placed.
Way too hectic in NORMAL mode, more like a twitch game than a tower defense game. Tower games are about strategy not fast reflexes.
The pacing of the game in the previous versions was more comfortable.
Overall a step backward from the previous incarnations. More details with less enjoyment.
Might be easier to evaluate if there were a few more levels.
The interval between low level towers (cost 15) and the next level of towers (cost 200) is too great. A more reasonable cost would be in the range of 50 to 90.