Fun and original, but I agree with the other commenters that the late-game is too grindy. Need to be rewarded for pushing those last few waves with money for the later upgrades.
Is there any surer sign of RNG in a puzzle game than the Walkthrough video, where the player presumably knows exactly what to do, has to try seven or eight times to successfully complete a shot?
Fun concept, but far too many stages are timed so strictly that not only do you need to know what to do immediately, but you have to be holding down the movement keys before the stage even starts to have a shot of making it in time.
The Athlete's passive that increases damage based on remaining Stamina needs either its numbers or info adjusted. It's telling me it should add 15% of my unspent Stamina to my attack, but with 340 stamina remaining (after the amount spent for Forward Pass) it only does an extra 7 damage.
Eventually there's going to be "Papa's Game Studio", in which you are tasked to churn out dozens of tedious, grindy, unfun games, all identical save for the veneer of a new coat of graphical paint.
Hotkeys for game speed, please. With how quickly outnumbered forces die out combined with the instantaneous reaction speed of the AI, you need to have it on the slowest setting to micromanage, but then capturing planets becomes a tedious chore. I'd rather toggle speeds with Q/W/E or something, than waste mouse time and effort clicking the arrows every time.
I appreciate the desire for minimalistic design, but it would be nice to have some in-game resource for answers about game mechanics that aren't readily apparent through the first half-dozen stages or so. Why do I need to wait out two different 'capture' timers on contested planets? Is attrition non-linear? Why does the AI with half my initial resources end up out-producing me when I'm taking over neutral planets with my excess while contesting its own aquisitions?
I hate those in games, too! Hahah