Hey polardude,
Hey, this map was pretty fun! I enjoyed the simple but effective layout, and the various tiers of towers that were buildable.
I have to say, one thing that threw me off at first was the fact that upgrading towers primarily upgrades their passive ability rather than their damage. The scaling on the damage was barely noticeable in most cases.
You might also want to make the tiers of towers (from the Upgrade Center) more obvious. Right now the upgrade was named weirdly. I can't remember off the top of my head, but I was playing the Undead race, and it was named as though it was a ladder default upgrade. This confused me, coupled with the fact that the other base towers that were buildable showed up in the build list only after you research it. It might have been easier to understand if they Red/Blue level towers were always buildable, but with a Techtree Requirement telling me what to research.
The mini-games were okay, but they seemed to lack the intrigue and fun factor that a mini-game should have. Many of them were just "take control of this unit and use an ability to pwn creeps for Gold." Some were out of the user's control for the most part, and others were confusing and not well explained. One that I encountered was complete chance, with no real user input. Also, the one where you presumably team up against the boss guy (with the cutscene beforehand) was extremely glitchy; his AI didn't do anything for the first 10 seconds, then randomly started Sleeping me, before finally Storm Bolting me once or twice and then finally starting to Attack. The mini-game idea in and of itself is actually quite often a good one. It can work with TDs, but the mini-games have to feel different enough, and fun enough, to distract you from the TD tedium while still giving some sort of bonus (presumably to your Gold for building towers). I would suggest taking a look at some of the mini-games in Ryoko TD or Uther Party for inspiration, if needed.
Overall, I loved the variety in the towers and their abilities! However, it was difficult to know what to build at the beginning, when trying to pair up Damage Types to Armor Types. It would be really helpful if you made a section in the F9 that was a reference guide for which levels have which Armor types. For instance, I got screwed by one of the flying waves late in the game because almost all my Anti Airs were the Dragon Towers (siege damage) versus the enemy (medium Armor). Had I known that there would be a medium Armor air wave, I would have prepared differently.
One other idea to toy with is the idea of modes, such as: Setting the Mini-game frequency, having a Bonus Tile mode a la Eeve TD, or perhaps a Teamed Mode (2/3/4 players on a team, divide Food Cap/Gold Bounty among them). I personally would love to have options like this, particularly the Teamed Mode, which I find give TDs LOTS of replay value.
My last piece of advice is mostly for polish; you should check your tooltips and Gameplay Interface. For instance, Lumber and Gold still say that they are mined from Mines/Trees (minor annoyance, I figured out what Lumber was for after I read the tooltip on Gold Tower regardless, but still). Also I saw a lot of minor tooltip errors. Off the top of my head, the most advanced Mage tower said it had 7000 range (extra 0 I'm assuming), and many things were typo'd or misspelled. You might also consider changing the tooltip format to be more informative, giving details about the Attack Speed, etc. It wouldn't hurt to re-color some of them as well, I remember it being somewhat hard to find the information that I wanted about each tower as I was building it.
Other than that, this is looking to be very promising! Please continue updating it. 4/5 for now (I would give 9/10, but alas). Good work!