This game delivers!
Unique art, LOTS of fighting and some pretty epic moments are guaranteed. I'd have to say Epic War 4 brings more difficulty than Epic War 3 when you ask for it, and there's definitely more strategy involved than just a simple grind-fest, although grinding is okay too.
Now, there are a few things that grind my gears...
-- Chaining invulnerability spells beats nearly any level. With a max level castle Altar (for mana) and max Shield, it turns all but the last few epic challenges a stroll in the park once you wait a little bit for that 400 mana. Just about the only things where it needs a little help are when killing the Golden Angel (harder than killing the castle), Hard+ Goblin Madness (just annoying) and Epic level 16 (lmao!).
-- Goblin Madness, while funny at first with an omfg moment later on, eventually becomes annoying and really serves to show the flaws in the game. Come on, let it rain goblins all you want, but if I want the fking army advancing on the castle, don't make them backtrack and try to kill something behind them, especially the death goblins.
-- Two super soldiers. Super Succubus in Epic level 1 was just balls in your mouth. Wipes out half your army in one attack, and if you somehow put a serious dent in its health (without grinding enough money for all the cheap tactic stuff), it just retreats and regenerates. First time I beat that level, it didn't even die! Hell, I tried killing it, still harder than knocking down the castle! All the other levels, with exception to Shooting Stars on Hard and some of the challenge levels, were easier than that. And about Shooting Stars, the super Elf Sniper was ridiculous as well. Each arrow hurts a buttload, and they shower it all over the place. And we have to deal with TWO of them!? I couldn't think of any reasonable way to deal with that combined with their army, so I just chained invulnerability and swiftly brought destruction. (Epic Shooting Stars is ridiculously easy thanks to the Great Diablo titan and some levels in Heal spell, but the aforementioned tactic is still faster.) The super sylph is a joke compared to those two feggots.
-- The arrow units cannot be obtained until you get the 4th hero. With that said, there's only three arrow units available to you in the whole game. Four arrow attacks if you count the spell. That's quite a bit of investment involved if you wanted to exploit monster weaknesses involving arrows, like say, killing the Golden Angel at level 16 for early farming.
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Some of the smaller, minor things that could be improved on...
-- I don't know if it's just me, but I can't get the TrojanDestroyer medal. I've done everything in the game too.
-- Maybe you could have redone the hotkeys so that they're easier to reach, like say qwe asd zxc. Then again there's little to no twitch response required of your units to play the game, so the mouse works fine.
-- It was really hard to see the lifebar of the boss in Hard mode level 16. Why? The mana bar was in the way.
-- You could explain what "resist" meant. I thought it was synonymous with "strong vs X". Would have made my planning a lot easier if I figured it out earlier.
-- It seemed like your artist was too lazy to animate the body of the Phoenix.
That's it for my criticism, due to space. You can assume everything else was generally in the right direction in what is desired in a game =)
My personal farming strategy for the Grindfest medal: Epic Goblin Madness.
Take any units that can advance to the castle while attacking, like Goblins and the Lord of Fire (titan) and perhaps Valkyries; chain invulnerability. Get Guardian Angel (titan) so the goblins don't touch your castle, and she makes a nice insurance against the last Revenge Wave (death goblins), but you want to save Shield for invulnerability just in case. Kill all the red goblins that spawn, including those from Revenge Waves (LOTS!!), and kill as many death goblins as you care to (only non element attacks hurt them; level 5 Meteor Blast at most guarantees they die). You'll get 500-600k gold each run.