Homers actually hurt you more that help you with getting combos. Save them till last, and try to get the 75 combo before getting any homers because it is very hard to try to get combos when you are hit by 10-20 missiles between each bounce.
Do the dev's realize that 100 tokens = 10 kreds = $1 . Keeping this in mind, look at all the things you need tokens for like recipes, high end crafting materials (which is absolutely ridiculous), store upgrades, extra days, etc.... Unlocking just a fraction of this game will cost you well over $50.... this is not ok for a FLASH GAME. Maybe if tokens were like 1000 to 1$ I would consider it, but in no way are you justified in saying this flash game should be more expensive that much better NON-Flash games.
A good game, but there is still a lot of room for improvement. For starters.... Non-AOE towers shoot way too slow, towers need more upgrade levels or selective upgrades (dam, range, or atk speed, etc..) Elements should be displayed somewhere on the tower menu because they can be hidden behind trees/other towers. Player skills need to be re-vamped because half are basically useless (p. walker, arch, and def). Maybe have player stats you can add to, like your rpg, that effect different towers respective attributes (dex = atk sp, str = dam, etc...) Pets are a neat addition but they also are limited by the lack of customization. All in all a 'good' game, but this could easily be a 'great' game with some needed changes / additions.
First daily badge that I'm giving up on... 178 jumps in. I have the easy and the hard badge (50k in one jump) but I haven't been able to damage the monkey in the past ~40 jumps. Around 80% of the time when I hit an object with my bat it will still slow me down causing me to fall, even though I HIT IT and it flew away. The glider needs a complete overhaul to be actually controllable. I understand this you attempted to 'make the game take a long time' but it shouldn't feel as though you are trying to build a mountain with a spoonful of dirt per jump. More upgrades with more noticeable effects in game-play are needed.
The game just bugged on the level with the couple watching the sunrise. I used my "hint" on the last difference and can still click it, but the game wont move on. When i click the building (both of which are currently blue) it flashes orange then changes to back to blue.
For the 200 skid challenge: Let all the cars pass you then go past the S turn and up the road facing NNE start skidding around the right side of the ramp(in the middle of the road). Flutter UP while holding LEFT to keep speed and turn sharper. Try to make an vertical oval around the ramp. Do this by holding UP for longer periods when on the East or West of the ramp, and by fluttering more on the North and south..... an alternative: go past the second turn, stop, and face south. start going and skid around the turn and into the snow on the right side of the road around the ramp then start going around the ramp as described above (this add >100 to the skid when you are starting the oval)
Could have been amazing (>5 / 5), but the challenges are almost unplayable with the design of the controls.
Easy ways to fix it:
1) Allow basic commands like move-to, attack, hold-position, follow, etc...
2) Add in a few new AI-schemes like "ranged-attacker" "melee-attacker" "healer" that can be toggled by the player prior to battle.
3) Add the option to turn auto-roaming off
Sad to see a game with so much potential rely so heavily on a random number generator.
Challenges are basically just repeated bashing your head against a wall (eventually you will make a hole). Challenges should be a puzzle aspect, with PRE-SET cards and limited or close to limited turns.
2 of 5 for poor execution and limited fun