Happy to play test, and thanks for making the game.
I think the stats thing is a question of audience match. There's a specific type of player who likes convoluted TD games with minimal graphics, and I think those players are also the same ones who are not afraid of number crunching.
Also, another feedback.
I like the idea that barriers can be bought for cheap in bulk, but because you can easily buy / sell barriers for free, on many maps, playing harder difficulties, the only way to win was to create two long paths, and buy/sell barriers alternating which one led to the exit. This strategy can basically beat any enemy in the game, but is super tedious, essentially "optimizing the fun away". I think a potential way to fix this is to make selling the free barriers return negative money. (Free to buy, but pay to demolish)
The problem will probably be better, once meta upgrades make it unnecessary to do this on harder difficulties.