This game is fun, no argument here, however it is not without it's faults. Steep difficulty curves and inaccurate information damage the game's appeal. Some examples of misleading or Dead WRONG info would be the King Golem's ability or the Top Hell Tower's rate of fire. Even on easy mode, it splits into 4, not 3 upon defeat. While the Hell Tower SAYS it has a good rate of fire, it doesn't attack enemies that are already burning, so most enemies get by with only 2 attacks. Another trying detail is in the Towerpedia, or maybe just the active skills area. It'd be nice if the data would update according to the Upgrades you have purchased. "Increase Damage"? By how much exactly? Maybe the text could have appeared green or with a "+_" symbol to indicate the effect. And this may just be wishful thinking that would end up nerfing the game or creating a daunting coding effort, but I'm under the impression that an enemy that's more than half dead would deal less damage. Maybe I suggest this because I'm bitter about all the boss enemies that come in as minibosses and can just end the game should they get through. Level 13 is one of the most frustrating levels in the whole game. Even on easy it was dumb luck that pulled me through. Machines coming in with their one-two punch, Golems turbo-ing through with their massive 6 damage each! Another Vague detail is the difficulty, what's changing exactly? More enemies per wave, faster waves, each enemy gets weapon resistance or greater resistance? I can't say, some levels are so difficult that there really isn't a big window of time to take notice. I know the King Golem gets increasingly unbalanced on Harder modes, spawning 5-6 game ending Golems! The last thing that's ambiguous is the Magic. I know each one has a set recharge rate, based on strength, that I understand. What I don't know is if there's a penalty for not using them as soon as they're charged. Like if I'd lose out on their recharge power if I'm waiting to use a particular skill for a bad wave, or if it'll be generous and remember how long it was dormant and reward the next charge accordingly. Despite these flaws, it's still a fun game, and maybe these are all non-issues and I'm just being nit-picky.