@BlackHuron: shooting = more shots fired at once, rate = quicker shooting speed, and leader = more firepower when using the special attack of the leader (the upper icon at the lower right corner of the game screen).
To reduce excess clicking, how about making the squad arrangement a separate action from the fight function? After the first bit of playing, it's rare to change out any fighters, and we don't lose anything when we lose a fight, so there's no need to adjust the squad in front of EVERY fight.
When my guy poisons an enemy, the poison damage icon pops up directly in front of the last part of their health bar. It'd be better for that icon to go somewhere else, so it doesn't prevent me from seeing the health status.
Tutorial needs a back button. Several times I've clicked and advanced past the first page of something when it popped up as I was doing something else.
(1) The game becomes incredibly slow after the initial tutorial play. (2) Every time I reload the page, my stuff is scattered randomly. Fix those two things and I'll try the game again. It has the makings of a good one.
Ugh... I should have done the manual save/reload. I refreshed and now I can't proceed. The boss is already done but the portal button says I have to do the boss to use the portal! x.x
Pelvo has it mostly right. I've got all men maxed now (it took until about level 1800, just FTR). Fun game concept, but needs a little more content to be a really good one. And, again, a level indicator would be nice. Protip: speed of each unit maxes at 250, and all specialities also are maxed by then, after which further levels simply raise hunger. Upgrade costs max too, after which you can level up increasingly quickly, but, again, only raising hunger.
Thanks!