Hey thanks so much for the feedback! And for taking effort to video yourself playing!! You got a hang of things pretty fast and I'm sure you can easily beat the campaign mode with a bit more time, even without decreasing difficulty or any OP combos. Also I almost laughed out loud at 0:40, I could feel the confusion, like the enemies are just a bit counter clockwise, in normal games it should be easily killable but not in this game. As expected you quickly made sense that you shouldn't rotate unless necessary. Which I feel is one of the most unique parts of the game.
About the refill mechanic, I work alone and couldn't find anyone to help playtest it. But now that you mentioned it, it is painfully obvious that the "Get X" buttons are annoying. It was a part of the very first ideation and prototype. I like constraints to help keep scope small and making the game playable with only mouse and the black and white palette etc. helped me finish the game on time. And I personally sort of just got used to topping up resources when gameplay cooled down. But looking at it with a fresh perspective, it is clear it disrupts the flow quite a bit, especially given its a fast paced game. A simple extra button input as you said could have tremendously helped. Ah well, at least I learned a lesson lol.