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(+1)

Not a bad concept, but I think it needs more elements that influence the gameplay in the level (pre-placed permanent forces, for example), though maybe I didn't get far enough, and more clarity (nothing ingame shows you can have 5 anomalies at once, you don't really get a feet for when one is about to go out, they're not that different accross force levels visually, and it's hard to tell them apart if you put them close by). This feels like it could be a pretty precision-requiring kind of game so I would appreciate the extra clarity.