Green - I don't know if you still read the comments, but if you do: thanks. It's heartwarming to see a dev that still puts in time on a game close to four(!) years on. This game is large and confusing and I look forward to exploring it.
Pretty neat. Definitely gets harder without regular application of SHOTGUN though. That it's apparently well-coded enough to not get FUBARed by new versions of Flash is also a plus.
There's nothing actually wrong with this game, for what it is. It's mindless fun for 15 minutes, and that's it. There's no depth - why am I driving in circles, shooting at other tanks? The upgrading itself feels like the only goal here, which would be fine for an idle game but that's not what this is. Maybe a 'hostage rescue' thing, where you pick up hostages and return them to your base, or something?
Power output bar doesn't do what it's supposed to; Suggest splitting Total Output and Percentage of Total into two different bars. Recommend some sort of Key to explain what the icons on the right actually are (toggle). Line graph would be more useful with some indication of what it's measured in. Slightly more involved tutorial, explaining what the sources on the right actually do in the game, would be nice. (And IRL, wouldn't a location like this capable of relying on Solar during the day have a Residential Solar program?)
Have you tried out the new fullscreen button? This is the first complaint about the time indicator, but do you have suggestions on how to improve it?
You can more or less already move units by Selling it, and re-placeing it. You get 60% of the total cost back, so moving costs you 40% :)
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