Pretty unique approach to TDS and progression, with a clean artstyle despite some kind of generic designs.
The hero-centric approach is certainly a standout, and I appreciated it despite the imbalances of the heroes or varying memorability.
The main takeaway I had is that the game is somewhat boring and slow, without much real challenge or need for strategization in placement of heroes, stacked with the fact that heroes like the archer outclass almost all other heroes and heroes like the rock hulker are too slow to be appreciable outside horde waves.
Heroes like the swordsman or the potion slinger need lower XP threshold because they won't get as many kills as main line heroes, and in the case of the swordsman, are almost only useful in combo with the rock hulker.
The wave makeup is also repetitive and too easy, compounded with the necessarily exponential length of each new wave being farther from the main crossroads (the spirits are too weak to take out the waves on their own).
I think with some playtesting and a UI style change, the game could become more memorable and become a candidate for a successful steam release considering it does have a great foundation both conceptually and technically, I never saw a bug.