I watched the devlogs and then played the June 21st build for a few minutes. The devlog videos are fun, but I kinda lost the plot after the German bear-killer bunny and his evil disfigured not-brother were introduced. This project has some fun ideas to it but it feels like the basic functionality isn't really there yet. Being able to arm the towers with different weapons or use them yourself is a really cool idea, but I think the problem you're going to be running into is that it's very easy to prototype different systems but it's easy to lose track of how they will interact or why they are there. This can lead to a lot of bugs as smaller systems interact in weird ways and in useless features that don't end up contributing to the larger game.
For example, I've never heard of a tower defense game with fishing and that's kind of neat, but what do the fish do that makes it worthwhile to stop building the towers? Do you trade the fish as a resource for more towers or better weapons, or is it just there to satiate the player's hunger? If it's just there for hunger, then it's another plate you need to keep spinning while you also manage the towers, which can end up being more frustrating than fun. And if the player can eat something else besides fish that's easier to get to, then they'll never fish and there was no point including it. If, however, you can find a way to integrate the fishing into making the tower defense part easier, then it becomes a risk/reward element to neglect the towers for a bit to go fishing.
More of a problem, though, what exactly are we trying to do? Build towers to shoot berries at bears, yes, but when a bear's hunger is 0 it doesn't stop attacking and go away, it just moves slower and then gets hungry again 5 seconds later. So are we trying to kill the bears then to get them to stop? But then, they'll come back as zombies. So how do we win? You have health and hunger meters interacting with each other in different ways, and tower building, and arming and reloading towers, and resource gathering, and inventory management, but how do you get these disparate systems to work together to make the game fun? The concept is cool but the foundation is a little shaky yet. When I played, the bear destroyed the first house and then just stood there at 0 health and not dying.
Also, ever heard of a game called Orcs Must Die? It's got kind of a similar concept with laying booby traps to help fend off waves of monsters. Might be good for inspiration. Anyways, good luck with the project!