If you're playing a decent (~2.5) AI, you are pretty much guaranteed to lose if you miss a single shot, and are very likely to lose if you break and don't pot a ball. I've played 3 games and the AI has not once missed a shot; only game I won was when the AI broke. I can't imagine what the hard AIs are like...
1) Fielding is either buggy or requires a tremendous amount of practice. 2) I often get out on "base hits;" AI never does. 3) All of my "good hits" get caught out. AI hits a home run when the circles are barely touching...
Tips: Kalakrusher with the second skill maxed has a 20% chance to instantly kill ANY enemy in the game. Very useful, probably the best upgrade for Wurumbi. For Morio, Treewitzer and Pampakannon are both very useful against mobs of enemies.
Grammar is awful. Also, make sure you ALWAYS spy before you attack. The biggest army you'll face in the tutorial + first mission will be about 400; the enemy's starting army in mission two is 7500, nearly 20 times as large...
As everyone else pointed out, a good system will deliver goods faster than they can be produced, and even a single cart will spend time waiting to be loaded...
A TD game should get more difficult as you advance, not less...upgrades are just too strong, and on the later levels the fans will never even reach the "fight" area.
Physics Labs need to be changed, or a maximum number of ships needs to be established. 4 physics labs and you'll be producing big ships every second, and several small ships a second, from every hanger..
Levels 5 and 7 on hard are impossible without the maxed UFO upgrade. Haven't tried later levels yet, but I suspect the same...it's a useful upgrade, but for 60 stars...?
so, upgrades:
Pitchfork Monkey: each upgrade increases damage and range. Final upgrades: top upgrade drastically improves range and damage, but lowers RoF. Bottom slightly improves range and drastically improves RoF, but seems to lower damage slightly(?)
Gorilla: each upgrade improves damage, range, and AoE. Final upgrades: top lets him throw one big explosion with big radius and damage, bottom lets him throw several bananas at once, covering a bigger area but often doing less damage to each enemy.
Snowman: each upgrade improves range, slow %, and increases projectiles fired by 1. Final upgrades: top decreases RoF but improves range and gives an AoE effect. Bottom drastically reduces range but automatically slows all enemies who enter the snowman's range.
Cow: never use, doesn't work...
Tips: focus upgrades on RoF, damage, and %chance to throw multiple projectiles...that's the most useful one. Zombie pitchforks is useful as well, as zombies seem to do a lot of damage.
they are very good at making home runs :)) thanks for the tips and happy protecting mavas!