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Thank you so much for playing the game and for the detailed feedback. This is exactly why I make games.

First of all, I think it's completely normal to be a bit confused about how the game works. Revisiting the tutorial myself, I find it a bit overwhelming with a lot of information to digest. This was my first time making an interactive tutorial, and I'll be honest, tutorials are generally one of my weak points as a developer, so I totally understand where you're coming from.

About the number of clicks, I see your point. Fewer clicks are ideally better for UX. For example, making the attack range appear when hovering over a monster and then showing additional information with a single click. I was afraid that approach would clutter the screen, since the levels already have a lot going on and a lot for the player to track. Ultimately, though, I think this is exactly where feedback like yours shines. UX design is largely based on user testing, or in our case, player testing, and unfortunately I didn't do much of that during development. So those are great points, thank you.

As for the timer, my thought process was that I wanted to simulate what happens during an actual natural disaster, where events don't wait for you to take action. They just happen. My intention was to give players enough time to think and strategically place monsters, but not enough time to become completely comfortable. I wanted there to always be room for chaos and unintended situations to emerge. However, more and more people have mentioned that the timer actually fights against the core mechanics and the somewhat turn-based nature of the game, so that's another valuable lesson I've learned from the feedback.

Thank you so much again for your feedback. I'd be happy to read any additional suggestions or notes you might have about the game.