It’s not properly explained at all. I didn’t have time to implement a much needed onboarding system, unfortunately.
The game uses a supreme commander style flow-based resource system. You can start building as many nodes as you like but each node takes a certain amount of resources per tick to continue building. It’s not an up-front cost. So the enemy spamming buildings isn’t a problem in reality, in fact it’s hurting itself and those buildings are highly vulnerable
The way to beat the game is to cutoff the enemy HQ from any connections. Surround it with disruptor walls and its HP will drain, ending in your victory.
Tbh the game is incredibly tricky to balance and I did a bunch of math to try and come up with workable defaults. But currently being aggressive here with network directionality towards the enemy and disruptor nodes is the winning strategy every time.
I wish I had more time to polish this and explain the mechanics better. A post jam update is planned


