Okay, here are some suggestions that would hopefully be faster:
-At the initial setup part, where those little star thingies trace the path from start to finish, make the star thingies accellerate and decelerate like a basic enemy would to help determine optimal turret placement.
-Are the attack ranges for the ortho point and circuit points really 1-dimensional lines? Or is the attack radius wider than the lines shown? If the latter, please add a wireframe surrounding their actual range to help decide how obsessive we need to be about pixel-perfect placement.
-In a game whose goal is getting the highest score, calling the turrets "points" is confusing. Come up with some other name for them like "Avatars" or "Constructs" or "Aspects" or something.
-Do something about background effects obscuring turrets and enemies. I had the effects set to max when playing the first survival level and the effects piled up so much on my main chokepoint that the whole thing turned into a white blur that I couldn't pick out my turrets or enemies from. Please make it so the effects don't cover turrets and the enemy's bubbles.
-If sprites take forever, would it be possible to render the enemies as geometric shapes with this game engine? Take a look at the Mutant Storm demo (
http://www.pompomgames.com/mutantstorm.htm ) for an example of nice biological-looking enemies rendered with simple textures and low-poly models.
I look forward to the next patch!