You were asking for play-testers, so here goes.
Who am I? Game developer by profession and hobby. I don't usually play auto-battlers, but I do enjoy strategy games.
First impressions (store page and trailer):
Your presentation and trailer are very nice. I like that you jump directly into gameplay. My first impression is that it's a mobile game, or heavily inspired by the style of mobile games. Art, juice, SFX, and especially the UI give me this impression. Nits: You have two screenshots (side-bar) and two screenshots (main page), along with first frame of the trailer that are all showing very similar backgrounds (beige). I wonder how feasible it would be to create different environments for the battles to take place? For the close-up screenshots, it would already be enough to color-grade the ground differently (e.g., one with a more vibrant brown, or gray). Second nit: Word mark is a bit hard to read.
Tutorial:
The initial start-page was a bit overwhelming. There was a lot to read (home faction, enemy faction, hero, etc). And it triggered before the tutorial. I think maybe for the first play, you could try to guide the player through this page faster. It might be enough to have a flashing arrow pointing to the continue button or something similar. I spent time on this page that wasn't necessary, because directly afterwards the tutorial started. The rest of the tutorial was very good. I liked how you triggered tutorial pages as-needed (e.g., before the shop) instead of giving the player a ton to read up-front.
Gameplay impressions:
The basic game concept was fun, and easy to understand. I was surprised that there wasn't anything similar to pass-through damage (I mean, if an enemy was in a row un-opposed, it just didn't do anything?). As a player, I felt motivated to make sure my people didn't die, but I didn't feel motivated to min-max my total damage. I would often ensure that my people were either in rows un-opposed (seems my total damage was always higher than theirs?), or ensure I had at least tied their damage in each row. In the play-through, I lost one unit in wave 9 due to a miscalculation.
In general the gameplay was a tiny bit shallower than I hoped. I would at least consider whether passthrough damage (e.g., Inscryption style) would fit into the game.
Nits:
- You have some inconsistent UX. For example the barracks and infirmary are without text (had to click them to know what they did), while the Continue button has text.
- The large red numbers showing player/enemy summed attack seem hastily placed. Also maybe buggy: It didn't seem to correctly calculate enemy attacks (showing 0, when enemy had 2x3)
- "Can reposition twice" OK, but where is it indicated that I've already re-positioned once?