Quite good, although a little shy on replay value - once you get to the point that you know how to beat it, it doesn't take that much longer to finish. The strategy required isn't that deep - although I probably couldn't design better. A "Conclude raid" button would be nice between waves, getting you back the infamy from all surviving troops - after all, what's scarier, dead goblins or ones that raided, pillaged and are still out there?
I'd give it a 4.5 / 5 - great but room for improvement, but since you can't, I'll go for 5/5.
A lot of balance issues, sadly - but very fun. Issues include:
No reason to ever upgrade researchers. It's always more cost-effective to build a new office and hire more. Accountants get one upgrade and no special office for the same reason.
Why do supervisors waste time beating employee types that don't get a benefit? That's one of the problems of late-game play; by day 3 I have 75+ researchers, 10 or so supervisors and 20 or so employees. Most of the time, the supervisors are wasting beatings on the researchers.
And yet it's so much fun...
Most fights are easy. The ones that aren't, tend to be tedious instead. No re-skill button could leave a player screwed - except that you get so much cash that mercenaries (who are often useless as well) are easy to add to the party.
What a surprise! When the creator of Protector isn't taking himself so seriously, his work winds up a lot better. Seriously, Protector doesn't thrill me that much, but Little Protectors, despite some flaws (like, what does Berserk do? I can't figure that out...), is significantly better.
After the update, it became impossible to beat...if I use the mint chocolate chip, I wind up bugged, with no more kids coming, despite it saying that I had several left. If I don't use it, I get overwhelmed.
Bug found and replicated once:
If you switch heroes and then place a unit, there's at least some chance that the just-placed unit will be placed using the previous hero's skills, but not elements.
Request: More transparency - meaning the ability of the player to see the effect of what he's doing.
For example, I have a hero with Alchemists. They throw magic potions. Is that archery or magic use? I honestly don't know - and I have no way of checking. I tried improving my hero's ranged attack stat, and saw no visible effect on my alchemists. Then I tried improving her magic attack stat - still no change.
I have no idea what some of my choices will do, and no way of finding out; that leads to frustration, not fun.