Good game. Heroes need to be easier to use- there's no hotkeys for spells or even selecting the heroes themselves, and clicking to select them then having to manually click on a spell and click again to cast it is cumbersome. If you're going to add enough for it to play like a TD/RTS hybrid, then you need to add functionality to the commands to make them an aid rather than an annoyance.
The following group and strategy works well:
Team: Erica, Selene, Josh
All of their skills are noticeably contributory to a team effort - Selene's resurrection passive is amazing for "oh @^$@" moments. Josh provides awesome room clearing once his speed is upgraded (particularly as a non-leader position, once he has 4-5 weapon upgrade drops). I would put Erica in the leadership position for several reasons. Firstly, her special is devastating at later levels, and you don't have to aim it or get close to the enemies to use it, unlike josh's. Combine her special with piercing and scatter shot specials, and you can clear the room very quickly. The team also contributes with some very nice passive healing, and special regain on hit/enemy kill. May be the first 3 you get, but they're all you need.
The main part of this game, aka the item crafting, is soooo interactive. It'd be nice if the battle parts could not be. In other words, I really don't like having to collect the items that fall, or just be screwed out of them.
The balancing on this game is poor, non-existent even. Needs serious work in this area. And any flash game that's pay to win is automatic -1 star rating.
This game is far more frustrating than it is fun. That's a bad balance. Main point is this: it takes WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY too long for the simulation to stop. Such that even a good shot can turn into a bad shot because while you're standing there watching the ball take 3 1/2 years to stop moving, the computer players, who haven't made quite as good of a shot are putting the ball in the hole. Not ok.
After you earn the grenade launcher, there's no real need to choose another weapon... most effective by far. With the final clip upgrade, you basically can spam it the whole way and not run out of ammo.
This game is a mix of addiction and HORRIBLY BAD PROGRAMMING. I get one chance in an entire game, make a good pass, and end up with a 3.1 rating. Thanks developer, what were you thinking? And by the way, my team mate rating is like maxed, so nah, don't bring that up. Sorry, but that's completely messed up. Need to re-think your crap.
I was pretty disappointed. There's no real strategy to this game whatsoever. Once you have a semi-solid financial base built you just max a single zombie type and go. :\
Oh yeah, and then there was the time that I got EVERYTHING right in a song, no mistakes, and still didn't get a perfect. Perfect needs to be like 1-2% way from the top obtainable score, not 100%. Too much room for error there, as this exact situation thoroughly demonstrates.
Top ranking on songs should really be lowered in standard just a little bit... When I make 1 mistake on a 600 note song... I deserve the highest ranking.
4/5. This, and every other installment of this would easily be a 5/5 if there weren't such a large amount of notes that are programmed off beat. Very annoying to have to purposefully stagger rhythms because they weren't inputted very well :\