RL Zelda TD. Tactical and 'twitchy' play
ToD is a Turret Defense / Action Overhead Dungeoncrawler. Each dungeon is comprised of a series of interconnected rooms, with navigation options available between the start of the dungeon and the potential exit points. Each room plays out over the course of maybe two to four minutes, if it happens to be a room with a combat encounter (and it seems like most are).
This is a fun conceit - you bring your acquired materiel into a room and have to design your Turret/Trap layout based on the lay of the land, so there is no Right And Proper design structure. Sometimes the room is so contravened to good item placement with your available resources that you'll end up just playing it as a straight (hard) twitch/(soft)bullet-hell combat.
Because you are provided with the wave structure of the incoming enemies, as well as where they can enter, you can make rational decisions about what to place where. Because enemies can destroy your resource pool by breaking your traps/turrets, it's not always prudent to go for maximum DPS if it would expose your equipment to damage. Because enemies don't arrive until you hit the "Go Ahead" button, you have plenty of time to consider your options. You are constantly being asked to commit to a battle plan, then execute it in real time.
Combat isn't sloppy, but is frantic and chaotic at times. I haven't beaten I Want To Be The Guy, but have won BoFH : Servers Under Seige at the hardest difficulty, so I think I'm "pretty fair to good" at twitch reflex action games, and ToD becomes legitimately challenging halfway through the first dungeon. It respects your skills as a player.
"Currencies", money and the various scrap, seem well balanced if on the hard/tight side. Having enough to get through a room depends on how well you balanced in earlier rooms. but you'll usually have enough to get by... but nowhere near what you'd want to have.
A fun game, well balanced, harder than the cute aestetics suggest.