These are some really solid points, thanks a lot for the feedback!
- As far as the incentive goes, the blue orb thing is supposed to work like that, however in the compo version there's a bug where it only spawns once and after that you don't see it again. The main idea is that at the start of your turn there's like 20% chance this orb would spawn and it would give you some upgrades like health refill, more movement, more cards and more action points. Another idea for the movement incentive would be for enemies to drop stuff like XP that could be used to get upgrades at the end of the level. But the point is that I noticed that people could stay hidden like that a lot and that they definitely needed an incentive to get out, just didn't get implemented too well here ^^"
- You're also right about the objective and attacks. I focused more on having this be like a vertical slice of a full game in that logic, so there's not too much thought into the larger scale of things. Just wanted to tried some concepts I had in mind :D
- And yeah, the "dialogue" thing was one of the last things to get implemented, so I didn't have a lot of time to add a proper tutorial, I just dumped the whole thing in there and tried mixing it with exposition. The result was not too satisfactory as others have pointed out 👀
Thanks again for your insight and comments!!