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* I really like the user interface and overall presentation - it could probably do with some optimization to increase the amount of on-screen information, but that's probably all I would change there. 

* Maybe it's just my machine or some other weird quirk, but for whatever reason it's a bit tricky to actually click on any/all of the buttons. When I hover my cursor over a button (and again, this is the case for all buttons) it appears that the game rapidly flip-flops between recognizing and, er... unrecognizing (for lack of a better word lol) that the cursor is over the button - in other words, the button rapidly switches between the "active" gold border and the "inactive" silver/gray border, and likewise it is only clicks that occur while the border is in the gold, active state that function.

* The difficulty curve definitely still needs some work. It seems that the first few raids are impossible to successfully defend against (although they barely do any damage either, so it also feels like it doesn't matter), and then within just 2-3 minutes raids become a total non-issue, and I quickly stopped thinking about them entirely. 

* I'm sure this one is just because of how early in development the game is, but the mechanic of invading other nations is far too simple and straightforward in its current state. 


* And, welp, that's about all I've got so far. I've already gotten a solid 15 minutes of enjoyment out of this game just from the basic gameplay loop, so needless to say I'm definitely looking forward to seeing how things progress as it becomes more fully developed and fleshed out. 

Thank you for the detailed feedback — this is exactly the kind of thing that's hard to catch as the solo dev!


On the button issue: you found a real bug. Hovering triggered a 1px "lift" animation that could physically move the button out from under your cursor, causing it to rapidly flicker between hover/not-hover (and only register clicks during the "hover" frames) — especially if your cursor rested near the bottom edge of a button. Fixed in the build I just uploaded by removing that lift effect entirely.


On difficulty: also a fair catch, and it's related to something another player flagged too. Raid strength used to scale only with wave number, so early raids could feel arbitrary (and low-stakes either way), while a player who invested heavily in walls would rapidly outscale the raids and stop feeling any tension. I've adjusted it so raid strength also scales with your current defense investment — the early game is untouched, but the more you stack defense, the more the raids scale to match, so it should stay a meaningful threat instead of becoming a non-issue a few minutes in.


Invasion depth and UI information density are both fair calls for this early a build — noted for the roadmap as the game gets more fleshed out. Really appreciate you taking the time, and glad you got some enjoyment out of it already!