Ships and turrets should prioritize certain ship/building types, and these should be modifiable in the armory. For example, black hole armed ships should go after large ships first, not chase after tiny fighters.
There needs to be a "confirm" dialog for every time you sell something. Either that, or a way to retrieve sold items for the selling price.
Build icons should be arranged in the UI as they appear on the keyboard (ship production, resources, then aux, not resources, ship production, then aux.)
Structure menu needs to be in its own bar to stop interfering with building on map space.
Build menu for production structures needs to appear in a single row, and either above or below the structure, depending on where the structure is on the screen. (If the structure is built at the top edge of the map, the top build option appears off the screen and is unselectable.)
Initial ship direction should be toward the nearest enemy.
During stages, there are these mini cutscenes that scroll the screen away from the player. Gameplay should only resume after the screen is centered back on the player, not as the screen is scrolling back.
Player pathing needs to be improved. When melee is equipped, ordering player char to attack a zombie at a distance may have the player run past the oncoming zombie to the zombie's old location, then turn back and finally get to the zombie's new location.
An option to turn off battle "effects" (combo notifications, etc.) might be useful since it tends to obscure the mouse pointer during a crush of zombies. Might want to provide a high-visibility mouse pointer icon anyway.
An autoattack when melee weapon is equipped would be nice. When in a crush (and unable to see anything because of all the effects) it's a hassle to accidentally click on empty space, forcing a move attempt when you don't want to move.
There should be a hot key to "stop" movement. Trying to click something while the entire play area is scrolling (like the heal icon above mercs) is difficult.
Hotkeys for merc heals, and to "lock" the players position (so attack commands may be issued without risk of moving) might also be nice here too.
We do have an option to turn off sound effects while still keeping the music, if that helps? I agree that auto-attack for melee would be nice. The only downside to this would be when players are working to build up multi-kills and are out of bullets but using grenades... an auto-attack for melee could hurt their chances for high scores. But it's worth investigating. As for the click control - in a perfect world we would have a combination of WSAD and click for those that prefer either one, and the ability to switch between both. Thanks for your insightful suggestions :)
The tile construction dialog's "close" button should be larger. Surprisingly difficult to press the "x". Either that, orallow it to be closed with ESC.
UI elements should be moved off the play area; they block construction. Also, I've noticed that some levels can go on forever; this usually happens when you have very high production rates, the enemy base is destroyed, and your ships start bouncing around the edge of the map doing... what?
Combat group shortcuts are not intuitive: should be "press 1" to select group 1, etc.. Seems to be a bug when attempting to deselect selected rubble which you don't want to remove yet. Training units at the martial hall takes too many clicks: unit should immediately start training when added to queue.
Relying even heavier on the invincible starting area is unsatisfactory. It does not address the flawed design, which can only be done on the developer side.
The poor use of English is so pervasive that it would be best addressed by the developers hiring someone, on their end with real money, to fix it. Fixing it for them, for (ultimately in the greater scheme) marginal in-game rewards does not interest me.
More of an annoyance, but also demonstrative of an incomplete product, is the use of language. There are many spelling and grammar errors. In other cases, the choice of words is simply awkward, if technically correct.
The UI is also unsatisfactory. Some examples: the leader list would be better served by a scrollbox; instead, it relies on buttons to page through the list. Double-clicking does not activate items (as might be expected). Some confirmation dialogues also do not function as one would expected; example: the confirmation dialogue for ship building only has a "yes, build" option, and does not have a "no, I changed my mind and don't want to build" option. The chat window has no ability to scroll back to previous messages. The list goes on and on. The UI lacks polish, and a lot of little things that would enhance usability.
The game is not newbie friendly. There is no separation between new players and long established players, no separation between tiers or anything like that. The latter can raid the former at will, making it very difficult to for new players to get anywhere unless they immediately join an established alliance for protection. It does not help that it is impossible to tell who is about to attack; since it is not possible to ascertain an attacker's strength before hand (only that an attack is on the way), new players are likely to lose their small and (for their economy) hard earned force to an overwhelming attack by end-game tech and ships. While this is a war game, it is also a game, one whose design for player interaction is very poor.
We do have an option to turn off sound effects while still keeping the music, if that helps? I agree that auto-attack for melee would be nice. The only downside to this would be when players are working to build up multi-kills and are out of bullets but using grenades... an auto-attack for melee could hurt their chances for high scores. But it's worth investigating. As for the click control - in a perfect world we would have a combination of WSAD and click for those that prefer either one, and the ability to switch between both. Thanks for your insightful suggestions :)