hoemaco: Two answers to a couple of your points. Barricades can have wood in excess of their needs, and this is counted as wood in supply, even if they don't have a multiple of 10 that your workers can go gather (or if they are out of range). Ammo in sniper towers works the same.
On worker logic, workers may be in a structure, but they are not stored there the way wood or ammo usually is. They are an independent data object... My observations make me think they tend to run to the oldest depo in range when carrying goods, and the oldest depo you have when unassigned. And when the game looks to assign workers to structures, it starts with the oldest workers, not the closest workers.
So, keep your depo count down. To empty a depo, assign workers to it - 12 is a reasonable number - set the quotas to zero, and then have the depo you want stuff moved towards summon stuff. Repeat the summons until the sending depo is empty. Then, destroy the empty depo, don't keep it around.
Great graphics, and lots of work clearly went into them. But the game itself is sadly lacking in being a game.
Build a basic defense, press next wave, press high speed, wait for the next wave button to come back, press it. Repeat until the level is over. No game there.
I've hit puzzles with more than one valid solution. For an example, I just got down to a puzzle where I was missing 1&3 with holes in the top corners of the top left square and bottom corners of the bottom left square. Two solutions were both valid. I've yet to have the puzzle reject my solution, so either I'm consistently guessing right or it will accept any valid solution.
A strategy that worked for me was to build the cheap satellite guns, research the cheap techs that boost those guns, build the rest of the satellite guns, research everything else (prioritizing boosts to satellite guns and main turret), save up about 10K cash, then build alternating laser and missile turrets in the inner ring, with barriers in the outer ring directly out from the turrets. Then just keep killing and replace barriers as needed.
An update at some point recently has added the option to go to the training ground before most battles. Thank you. Quite fun, and much better than the prior version. Lacks a little something to get the 5th star from me, though I can't put my finger on it. More randomness and more choice even within a path might be it.
I've reported as a bug, but it might be intentional. If you have two permanent (not-consumable) element switch items, you can use them to make a persistent change to a hero's element. Equip the one you want to last. While it is equipped, equip the other element. Exit hero screen. Return. Unequip both items. Exit hero screen, return. Hero how has element of first equipped item, even though neither is equipped. If you have element switch items for all five elements, this means you can change all heros to any element as desired. This seems an exploit to me, instead of a feature.
Once you have both time improvement items, there is really no way to accidentally fail to complete a level. That really reduces the challenge. And I can't tell what gets the last chest(s) to appear on the screen, so I can't hurry them. Which makes the levels rather long grinds.