My responses to 2-5 are much less harsh than my response to 1; be warned...
1. Your character selection is very small. For this type of game, it really should be much larger or at least twice it's size so that it doesn't feel like it's bland after playing it for several days. It almost reminds me of the original Mortal Kombat or Street Fighter which is not a good thing since this is supposed to be something much better.
As I've said before, thoughtful comparissons to DotA can greatly help DG. However, this criticism is tired and poorly thought out.
First of all, DotA has been out for years. DG has been released for a less than a month. DotA did not have 90+ characters upon release. Secondly, DotA's characters did not have the flexibility of builds that DG's characters do. Thirdly, I would rather have 8 well-balanced charaters than 90+ horribly balanced characters, which is exactly what we would have if DG were released with that many characters. Do people just not realize how difficult character balancing is?
Lastly, and what everyone who makes this argument completely ignores, is the fact that NEW DG CHARACTERS ARE BEING DEVELOPED AS WE SPEAK. There are previews of them in other threads, and GPG HAS PROMISED NEW DLC CONTENT IN THE FUTURE.
Again: THE GAME IS LESS THAN A MONTH OLD. Enjoy the current cadre of characters, and SOON NEW CHARACTERS WILL BE RELEASED.
If you are already sick of the 8 current DGs, you either need a prescription for Ritalin or you need to do something else with your life, like enjoy the outdoors a little or get a job or girlfriend/boyfriend..... or any friend in real life for that matter!!
2. Your maps are nice but there is no map editor or any way I've seen to add additional maps. This can be very beneficial as players will spend the time to create nice maps and you guys don’t have to develop much (if anything after that as far as maps are concerned) because the map will poor in from the players.
On the other hand, I agree with this. I certainly hope that along with a map editor, a full set of development tools will be released so that the community can make its own maps and content.
In reality, the interesting 3D backgrounds are perhaps a liability, as they may make community development of the game more difficult?
3. The money system can be an issue since the players are focused to kill other demigods. Any demigod who lacks abilities (or just the players themselves) to kill other players will easily fall behind. Because of this, the mobs (or creeps, which ever you prefer) should give a little more money and some should be taken off of killing a demigod reward to balance it out.
I personally tend not to agree with this so much. I will concede, however, that the lower level creeps should probably yield more gold in order to make the early stages of the game go a bit faster.
4. Any units your characters create should be given a little more focused control than just 3 buttons on the left side. This almost makes the units obsolete and a waste of time without the demigod (which is fine in some cases but shouldn’t be the only type of strategy a player can use especially if this is supposed to resemble a strategy game.)
Yeah, minion control should be tighter and easier. There should also be more prominent data displayed on the types and numbers of minions you have as well as their health.
5. The updates you push through Impulse do not have any change logs. This gives players something to expect and to look for when they are playing so they can tell you when the changes that were made helped or hindered the game.
Change logs on Impulse itself would be very nice.