Thank you so much for playing and for taking the time to play around. I'm still chipping away at things as time allows (which is limited these days, see: how long it took to respond) and I think you're right about everything though some items are more feasible than others. Addressing one at a time:
- Drag and droppable units: great idea! hadn't thought of that before but that seems like a good idea when I polish that part of the UI (it's still in a rough first pass state)
- Good to hear feedback about rotation, I have it in my notes as a possibility, but had it lower in priority for things I felt were more core to the experience.
- I do have this change locally, whenever I get another release put together it will be in there. Fully re-mappable keys/inputs is a longer term goal
- I too have the dream of making this have some kind of online connectivity, Maleghast's mechanics do actually make multiplayer less technically challenging, but there's plenty more to implement for the local only side for now.
- Homebrew/modding support is something I would love to have but it feels like what I have right now would be unapproachable to another dev/modder. It's all C++, in a handmade engine, with game rules encoded in a pile of semi-organized sphaghetti, I can work it but I wouldn't expect someone else too... Plus, making mods something that can be safely loaded by users would be something i'd be worried to mess up.
Your support means a ton though, I still intend to release iterative improvements to this whenever I can.

