I really wanted to like this game, but it has too many flaws. To see them all come together at once, just replay Mission 16, Arid Mesa, two times. The opening to the battle field is wide enough to clearly see that the enemies' paths are random. Place a demon tower in the upper right corner, and watch how the first wave inconsistently walks within its range. I assume this is an intentional feature to add some variety and difficulty to some stages, but random piece movement is no more welcome in this type of game than it is in chess. There is enough "luck" built into the game via coin, potion, scroll and skill trap drops. Random enemy pathing is unnecessary, unexpected and diminishes the enjoyment sought while strategically laying out towers. Next, place an undead tower and watch as within a few shots (two or three, generally) one of the player's attacks will circle the target without hitting it. The undead orbs that can be fired from the cave via skill points have the same problem and often circle about their target without hitting it, sometimes granting enemies enough time to grab a gem. This flaw is unacceptable. Having these types of issues can make or break a game. I appreciate the smooth art style, interesting upgrade paths, decent music and variety of enemy types. However, the value of enemies and tower fire being predictable is greater than detailed graphics and looping theme music. Within the next few days, I will play and review the first in this series. Thank you for making this game for us to play; it shows a lot of talent and potential.