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Well, was a fun pyweek, and I was really pleased that this time we really made our best entry yet.
I am a little disappointed that this game ranked at the bottom of our actually "finished" entries, though...

It seems a few people kept saying "just another TD" - as if that means it was not innovative. One of the main goals was to make an innovative RTS, TD was just added as sort of an after thought, modified from a different idea.
We wanted a game with resources, and two armies, but we had no where near the time to write the ai or map engine for a traditional RTS, so we went with the window-sized map, TD speed kind of game.
In the end, the balancing was a little off, but even so, we had resources, "workers", a nice ai, and everything else we planned, and I think it was quite an innovative approach to TD, with you attacking back, while still trying to defend, and with the specials and what not, but I guess some people just don't like TD (or RTS in general, whichever)

See my above comment. If you simply play it for a sec, then yes, it can appear a simple bug-swatting TD - play it correctly to win and you end up with actually "tower offense" - using your towers offensively, and your warriors as well.

and others along these lines :P

Thanks :)
Yes, we will be making a post competition release, we've already been working on it since the competition ended, in fact :)

Felt unnatural how? It is simple mouse controls, pretty much like every single TD ever created...

Thanks :)
Yes, you can't get rid of bots, that would definitely have been a good idea :S
Though I would recommend the broom special, as it kills your bots and not your towers ;)

The pyweek clock was messed up at the end, it was finished and uploaded on schedule ;)
But that is also completely besides the point, the 24 period afterwards is specifically *for* uploading, if you want the svn logs to prove it we can do ;)
As far as the gameplay part of your comment, yeah, I wanted the exponential because I figured balancing would be easier, and I didn't (go figure) want the bugs to start out-powering you easily, kinda messed that up though LOL
We'll definitely be working on the balancing seriously in the next release :)

Yes, and no.
On hard it seemed about balanced as I liked it, but the problem was that it is a simple system to win, once you know it none of the levels are very hard (my bro won with two towers and 4 or 5 workers, then just warriors...)
Your towers can easily (out)match the insects growth, the warriors, not so easily, if you only build them and not towers then perhaps, but that seems like a losing strat to me :S

Hmm, well, that is understandable, if you know how to play it is a quick 5-10 minute win (unless you want to drag it out, which can be fun) - and if you don't you can't really win easily...

Yeah, I can't believe I missed that. Was running like steadily at 60 fps no matter what we added on all our comps, so we all forgot to add psyco support O.o
Sorry :S

On the whole, I like most of our comments, lots of good suggestions, thanks :)
Cheers all, and well done to the winners :)

EDIT: oh yeah, and I am most pleased by one thing in particular, we continued our tradition of now DNW's/DQ's! XD