A really solid entry, I just wish there were more of it. I hope you keep working on it because I think there's some real potential there. One gripe I had is that it's a little tricky to strategise when the opponent always gets to make a move right at the end, they can mess up your plans with zero predictability which doesn't feel great. Blargis on Youtube has a good video on this, they talk about a few different things but their points on "locus of control" and player agency I think are particularly relevant here, also their game has a similar aesthetic. Anyway, cool concept and I had fun playing it.
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Thanks for this! Really insightful post :)
Multiple people have suggested a Slay the Spire style "next move display". My intention was the player would have to mitigate the "best" move, but ultimately it keeps the wide potential space for the opponent. I think knowing the AI will do something may be enough. But it's really hard to tell where the best position for player agency is in a game where there's no hidden info EXCEPT the simultaneous turn choice.
I'll have a look at the vid though :) Thank you again for such wonderful feedback