I cannot make the square and the font both much larger, or they will overlap. I have made both a little larger.
I shouldn't put more text on screen I think, so I've explained the neuron types a little in the description.
Awesome art and design! The main mechanic is satisfying. The movement speed is a bit fast though IMO, very easy to overshoot. Unfortunately I had a crash in one of the later levels when I collided with a platform partly side-on while teleporting to my ghost. I love the idea and something about the setting is really intriguing, I'd be curious to see where it goes if you make a full game out of it!
This might be my favourite way to interperet the theme (of what I've seen). In terms of execution, I like the visuals and atmosphere. The main mechanic brings interesting tension as I keep wondering what my soldiers will do.
I often tell the soldiers to hold fire when we have to cross a crowded area, only for them to stand around until it expires and cause a massacre! Could be something I just haven't understood about the mechanics, or maybe there's something missing there. Some way to manage their positioning and facing maybe.
It's an interesting concept, though for the life of me I can't get the car to do anything. Once I get stuck, even if I click the ducks away from everything but the command I want, I still don't seem to get out of that spot before the timer runs out. It might be easier to do something if the ducks had a (longer?) minimum time they stay in one place un-clicked. It's also unclear when the ducks actually act on a button, do they do it continuously? after a short delay? Whatever it is, maybe it could use some tweaking.
The environment looks really good! so it's too bad I didn't manage to see more of it.