The white cells on the tower defense paths feel too unforgiving in their current state. It took a bit of practice to pass Level 2, but I kept getting stuck on Level 5 once that endless wave spawned, regardless of how many different strategies I tried. Maybe their health is a bit overtuned, as Dominic suggested, or the path could’ve been lengthened to allow your cells more time to deal with them. The “lives lost” sound effect was also a bit jarring at first. However, the competitive cell capture mechanic was fun (although the controls sometimes weren’t the most responsive). The concept of the game really clicked to me on Level 3, with Level 4 perhaps feeling the most well-designed thus far. The art style isn’t anything impressive, but it gets the job done. The core logic of the game felt solid, so I would suggest focusing on more thoughtful balancing decisions.