Great points, thank you for the feedback! I personally have found precision to be nice while protecting the portal, but you're right it's at best kind of a "I have nothing else left to choose" option. I'll be adding and expanding more and will flag that one for either rebalance or removal.
I think I'll change Acid pools to get "used up" after a certain number of hits in addition to their time limit (which may need to be reduced).
Good point about fire, I've been burned (haha) before thinking a unit was dead and walking into it. Speeding up the extinguish animation may help here, as well as potentially reducing the size of the sprite overall.
That's a great idea to have ice blocks no longer be impassable but instead slow down movement, I'll definitely try that out! My only concern is that makes its strategy a little too similar to acid, but I'll see how it plays.
I'm rebalancing the end at the moment, one idea I'm playing with is removing a win condition and having a timer that instead ticks up while the game gets progressively harder so you can try for a high score of survival.
I'm currently working on adding two new tower types: knight who attacks close range, but can take many hits, and wizard who gets elemental attacks. They'll either have their own upgrade cards or inherit the player abilities. I'll also be adding coins and some more advanced pathfinding to the mobs so that you can get into some more classic Tower Defense gameplay here.
Thanks again for playing! Let me know if you agree or disagree with any of the above as well. I should have an update by the weekend with some of the above addressed.