@RESN - first, learn to take feedback...seriously. You may get the 'in depth genius' of your game but it seems most of the players are missing it. We get the big hero kills lots of monsters part, but try this - compare starting at say level 100+ the best possible lineup of monsters available versus a straight trap lineup and see which one results in anything close to a positive cash flow (and which one is more playable too!), which supports multiple runs without having to totally restock/rebuild, etc... and you'll get the feedback you're being given. I get the monster after a trap, but the truth is another trap behind that trap is more effective in the long run
The game has potential but you definitely need to either let monsters gain exp. to level or allow for upgrade or purchasing higher levels or else it makes little sense to purchase them. Just save, bring in the hero and load if they break your traps and wash/rinse/repeat.
2/5 Good concept but too buggy. After spending skill points, many times several 'towers'/mobsters will spend the next wave or two standing about not shooting or tracking creeps.
Dragonboy...depends on the level, at higher levels there is a purple boss creed that is basically immune to everything from the towers and you have to use Malak to kill it using giant strength and regen to stay alive