Well yeah it's time to talk about it as an actual game finally!
It seemed insanely hard for me until i found out that the rocket launcher above lv1 becomes quite effective, and practically rules the place. It may be only the pretty straight forward beta level's design, but after around wave 15 when you have got a nice rocket launcher based setup, you are pretty much done, you just have to keep leveling up the turrets here and there.
Unfortunate for me that the freeze issue somehow f*cks up the rockets and their spawning thus creating objects over the limit so i can't finish the game. I was sad and was going to leave it alone completely but then i spotted the .txt file containing the enemy properties, so i cheated to test through the game. Using any other kind of weapons other than the rocket turret does not end up with error.
I like the overall 3d design, especially the towers, though the enemies are a bit uninspired. It is not a bad idea for the final boss what you did, but do it with more detail. It is just one big half screen model, the DBP engine can handle dozens times more detailed stuff to make it breath taking.
Also if i recall correctly, no matter what kind of enemy has reached the end, there was always one unit loss added. You should make it so that it depends on the size / nature of the enemy that how much is the loss. A simple cyborg kills one, a big tank 5 for example.
It is a bit uncomfortable not to be able to see how is the wave's progress going. Do something to display how much of it is past and how much is still coming.
And i would give some idle animating to the turrets when they are not in action to liven up the level.
-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%