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since you've said you're going to add actual graphics later i won't talk about that

using 3D graphics for backgrounds and 2D for characters is weird but fine,  using hexes is weird but fine, the pillars would look better if they were shorter

selecting another unit when you already have a unit selected could be simpler and the buttons are too far away from the actual hex after you click on it, or maybe the problem is that the buttons are too big, the gameplay is very simplistic and just picking lots of cheap units seems to be the best strategy, also i don't know if bushes give cover or a DEF bonus or whatever but it looks like they should

if you just pass the turn without doing anything you're unable to make any moves during your next turn, idk why

i'd try and differentiate units more, all four factions played very similarly, but it was the game i had the most fun playing this demo day so gj

Thank you! I'm glad you had fun! I'm still figuring out how to make the controls more user-friendly, maybe changing the way targeted skills work altogether and making switching characters instantaneous. The way they work now, bushes are simply difficult terrain (takes 2 steps to move onto) which obstruct line of sight (meaning you can't shoot or use certain spells at something behind them, but you can shoot at someone inside). I'll take into consideration giving a defence bonus  to units in bushes (maybe just from ranged attacks?) if that doesn't make the game more complex.

Not being able to do anything is a very big and weird problem. Thanks for finding it, I'll make that my priority for now.

The factions are supposed to play very differently, but since right now the low cost units are both the winning strategy for every faction (due to my poor calculations on balance), and don't have many race-exclusive traits (I should have made the basic units the MOST iconic, instead of the other way around).

Anyway, thank you again for your feedback, I cannot express how much I appreciate it!