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Before I forget: the non full screen game is unplayable because the left ui panel stays in front of the game

The game is hard to understand. When you lose you have no clue what happened and what you could have done differently. This is a very important pillar in game design. If we do not understand what are the consequences of our decisions we don't learn and end up just confused.

The idea of assigning the characters to objects and being able to organize them in a board is nice, you can end up creating layouts for your convenience. I did not reach a point where I would 'scale things up' though. Maybe you get new workers? 

I just felt like micro managing two units to be able to survive with some unclear rules to follow. It did not create that kid of fun of managing many units, creating strategies and allocating resources in interesting ways