I'll start by saying that I've really enjoyed this game, to the point where I have found myself thinking of the most optimal maze setup for any room I'm sitting in. That being said, I think there are some things that could be adjusted before full release (take these with a grain of salt, I'm by no means an incredible TD game player, so some of these might be skills issues more than issues with the game itself). -Right now it seems like poison has a lot of relics that buff it and allow it to either takeover other elements' niches (poison slow relic) or function as the best support tower (relics that react with fire and electricity). Don't think there's an issue with that necessarily, as long as the other elements are given relics the give them unique buffs as well. -Piggybacking off of the previous point, the game pushes you to have a variety of elements to get bonuses from relics, I think it could be interesting to have relics that give bonuses for having a variety of the same element of tower (ie, chill inflicts DOT if you control 3 or more different frost towers). This way players can have more ways of going through the game and aren't finding themselves in positions where they feel like they have to get one of each element to make sure that they can trigger any element specific relics. -Elemental relics almost always feel preferable to non-elemental relics. Could just be my playstyle but having that extra boost of damage/tower effectiveness often gave me enough time earlygame to get decent runs going. If I didn't get one of those relics from the start, I felt like I almost had to restart to get one. -Hammer tower feels off, the 2x2 range can't really be fully utilized in most mazes I felt. This in turn makes the knight feel weaker because sometimes you'll only get tower loadouts with the hammer tower and end up not using it all. -Feel like lightning towers could have a more unique feel or status effect (maybe lower defenses or just gaining a chance to chain). -Could just be my playstyle but I find myself using fire for a majority of my damage. The great relics for fire (lava bucket and the one that causes poisoned targets to explode when they take fire damage) plus the 2x2 fire tower being one of the best in game make fire feel significantly more powerful than the other elements. -1x1 towers could use more variety in their upgrades beyond a) more damage or b) more range and fire rate. Perhaps a second split upgrade choice for these towers that adds more uniqueness to how they function after the initial decision between dmg and fire rate. -Relics added that give players a reason to use normal type towers. Like I've said above, the elemental reactions to one another after a few relics are acquired make them feel drastically better to use than normal towers, meaning normal towers usually aren't placed after the first or second battle. A relic that gave players a reason to use these types of towers could help with this. -Characters could use some tweaking. The old man that give economic bonuses feels drastically better than the other two unlockable characters. The big man that gives megablocks could use a rework imo, the large blocks are often a hindrance to making tight mazes and are straight up nearly impossible to use on corrupted levels. Something that allows these megablocks to ignore corrupted tiles or doubles the amount of boost tiles they have could help encourage players to use the big man. -After corrupted levels, I think the relic should be chosen before the tower, so that your tower choice can be guided by whichever relic you've chose. Again, I've really enjoyed this game and will grind it when the full release comes out and recommend it to TD fans. I think if some of the kinks are worked out it could really do a lot for the replayability of the game. EDIT AFTER SEPTEMBER 6 UPDATE: I'm a big fan of the new additions to the game, they've made it so I'm not constantly spamming fire towers on each playthrough. The new character, Tiny, is great and makes parts of the game that can sometimes be ignored (like inspiration runes) significantly more important. The added ice level is a significant jump in difficultly and it took me several tries before I could finally beat it (a plus for me because the first two levels aren't terribly hard once you've unlocked all the upgrades). My only suggestion now would be add relics/characters that combo/improve with other aspects of the game outside of tower types and econ (my thought is to add other relics or a character that cares about drawing cards, so the discard and draw relic that was just added is more appealing to take, as of right now I can't imagine a situation where I'd have it high on my list of relics that'd I'd want to pick). Only small issues I'll raise are: I still think the megablock character needs to be tweaked since his kit doesn't work for most stages, the indicator that a block is about to be frozen could be made more obvious (I think it's a blue effect on blue terrain which is hard to see sometimes), and clearer descriptions for how burn, poison, and charge work based on enemy health (this will let players be smarter on their early, mid, and end of maze tower placement). Outside of those small nitpicks, I'd say the last two updates have drastically improved the replayability of the game and I hope for more updates like these as the game gets closer to a full release.
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