Hi Remi,
Yes, you're right, people tend to skip over text. I should teach controls using more visuals.
"I think the game should end when you complete the objective, unless you want to give some kind of bonus for the extra soldiers? But if the player doesn't want to go for that, there should be a way to skip it."
Actually, there is: Backspace empties the timer. You can use it to quickly retry a map if your soldiers are in a bad situation or you can use it to win early. A player who wants the extra challenge is not deprived of the opportunity to bring extra soldiers to camp but right now there is no bonus for accomplishing it. Displaying a reminder about the Backspace key when the minimum victory condition is met would definitely help.
I didn't realize the accessibility issues of the current type of controls. When designing the controls, I was afraid that select/deselect would create unnecessary burden on the player to issue orders in rapid successions and to several soldiers. Selecting multiple soldiers to give them an order is often not desirable because they occupy different locations. In RTS, the pathfinding algorithm leads the individual soldiers. Here the player needs fine control over the soldiers. But I will re-evaluate the benefits of a unit selection system as well as using extra keys like you suggest.
OS and build info is always useful for test coverage. My game builds also need a visible build info.
Thanks again for all your help.
Regards,
Irog