Thank you! This game was a blast. I never really tried the single upgrade path, will give it a shot sometime.
For bugs, the two I encountered:
- Pressing escape on a a maximized window on macOS would minimize the window first, then show the restart menu
- Rarely, counterattack/critical attack text would appear on attack/defense upgraded hexes when I didn't have the upgrade. I think I only saw this in subsequent runs after I had the upgrade in a previous run. I play in browser for more context.
For perks I'd like to see some more "tradeoff" upgrades like "concentrated industry". Some examples:
- Aggressive Deployments - "+25 attack to attack upgrades, -25 defense to defense upgrades"
- Specialized Offence - "Halve your current number of attack upgrades, give them +30 attack". This one would force the player to keep going for upgrade count perks even with a maxed out shop
I'd also just like to see some more perks that change how you play like "blitzkrieg". Some ideas:
- Siege Preparations - "Adjacent attack upgraded tiles gain +20 attack and +50% attack/transfer rate"
- Fox Holes - "When a defense upgraded tile has 25 or more units, it gets +40 defence"
- Scorched Earth - "When losing an occupied tile, it is converted into a 5 unit unoccupied tile instead of being given to the attacker". This one could be given to the AI for some really cool stages (e.g. simulate Napoleon's invasion of russia in 1812)
- Reinforcements - "When upgrading a tile, give it +3 units."
The numbers given are just examples of course, I think the balance on this game, while difficult, is relatively good. I just want to see some more tactics to this game and more risk/reward in the perk selection.
For stage design I think it would be nice to see more levels with unoccupied upgraded nodes. Production upgrades were fairly common, but I don't think I saw empty defensive upgrades outside of the king level.