Thanks! Glad you like it!
The main issue I found was that the towers felt a bit too easy to use.
Mostly due to the long and precise trajectories shown. At the same time, it needs to be easy for the game to keep up the pace and not get overly confusing.
Interesting, we do have some towers you unlock in the future that require more skill for optimal results. Overall I've been trying to make the towers easy to use, but require some extra skill to get the maximum damage output. For example with the cannon if you can aim just slightly in front of the target the shot will do damage AND drop the target causing fall damage, but perhaps this is too subtle an effect right now...
Another thing I thought was lacking is the character design.
The princess for example have great shading and detail, but the pose looks really awkward, stiff and uninteresting.
The rest have a completely different style, but the same poses so I assume they're old ones.
I agree, and actually all our characters are placeholder right now. We're going to take a new pass on them soon, we'll probably make them to look older as well.
The graphics are quite juicy with lots of effects, but I think more focus on readability could improve the look.
Like thicker outlines and more contrast between foreground and background, using larger details over smaller ones to avoid it looking cluttered, oversize stuff!
I'm glad you hit on this and I completely agree, the backgrounds and foregrounds tend to compete for your attention. Just today I set up some code that blurs the backgrounds and makes the foregrounds read much better (this'll be in a future build).
Thanks again for the feedback!