Thanks for playing! Seriously, thanks posting that video of you getting brutalized, it is very helpful.
For how specific and unique the units were they seemed very frail and disposable. This may be a skill issue on my part but some of them seemed doomed to death from the start of the map. I feel as though I may have been softlocked due to too many KIA in the missions. A lot of them died before I even used their abilities once, which is a shame because of the whole deal with upgrading them during the base sections.
My takeaway from your playthrough was that you consistently made plays that damaged the enemy over minimizing damage to your units, whether that was from moving your units out of the way, pushing attacking enemies out of position, or killing attacking enemies before they strike. I may add a section to the tutorial that clues the player into (what I consider) basic tactics. Of course, being familiar with what all of the abilities do is also really helpful for giving good orders, and the difficulty curve should probably account for that.
For a menu heavy RPG such as this the UI could be a lot more responsive in terms of the little things. Mouse over and click sounds and animations.
SOON(TM)
It was a pain to have the skill buttons on the bottom left of the screen when the units are in the middle, some kind of popup around the character might've helped to better assess all my choices. It was a pain to have the skill buttons on the bottom left of the screen when the units are in the middle, some kind of popup around the character might've helped to better assess all my choices.
Given that I use the hotkeys nearly exclusively at this point, I agree. I'll see what I can whip up in the upcoming UI refactor.
The combat screen worked well, but visually hard to parse. I can't tell who is on what team. I'm not sure if there were different types of enemies, as they look the same.
Noted.