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I think this has a lot of potential for gameplay depth while still managing to convey a message through said gameplay! That being said, I’d really like to see more expansion on the theme of being aware of the costs and ease of destruction, despite its ubiquity in modern day; maybe towers can be destroyed, and will actively sap power from towers around it until you take care of it and repair it? As a smaller note, I know there’s plans to lock out tiles in the future with certain enemy types (the plans for which are also promising towards the more political notes in the design), but at the moment the gameplay didn’t provide much difficulty when you just concentrate a bunch of turrets in one place, especially at the beginning of the path, so maybe there should be more locked tiles just as a part of the map’s design. However, what’s been implemented so far is pretty fun to experiment with and didn’t suffer from any bugs from what I can tell, which is awesome - great stuff and good luck for the remainder of the jam!