Thanks for the feedback! As you can guess, since it was my first project it was all kinds of wacky decisions that could have used some more thought in hindsight.
Pretty much all your points are valid and have likely shown up at some point before. If I made the game nowadays I'd probably address most, if not all of them. More unit variety (rifleman, sniper, shotgunner, etc.), changing what the RNG actually does, showing off the unique objectives (which tbh were added *after* the Demo, still should have changed missions 2 and 3 to use them...), and making the AI a bit better at defending their base
For now, the game will have to remain as-is outside of major bugs. Even typos are hard to track down as I didn't have a proper localization system, so all text is hard-coded (I recently tried to update it and quickly figured out it was too much work for too little gain at this stage). It's already holding together with expired duct tape and broken dreams, so I'd rather not touch it too much.
Still, I'll take notes to make sure I don't make the same mistakes in the future!
Oh, by the way, there's a total of 9 gameplay songs, 3 for each faction. The 3 rhythm instruments are shared among the songs, but the melody instrument changes depending on which faction the song represents. In the campaign, the first song that plays varies with the mission and the faction you play as, but sadly that system was made after the Demo was done.
They also use different keys, but sadly I lost the original files so I can't remember which are used where. Since then I stopped using phone apps to compose music. T_T