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I played through the full demo (three battles) in one sitting (30ish minutes). I liked the tactical aspect (which reminded me of Final Fantasy Tactics and friends), not so much the map overworld part -- the latter was more confusing (and the opposing force doesn't seem to do anything, which makes sense for a demo). The pixel art was very well-done, as were the effects (you didn't feel like it's lacking any animation).

Other than the learning curve (which is a bit steep) and the confusing infantry-beats-cavalry (which is explained in the comments), I really liked the tactical aspect; you really have to think how to deploy carefully (eg. cavalry can charge anywhere but can get overwhelmed quickly; archers can hang back and snipe; cavalry archers are confusing; infantry swarm cavalry). 

Most importantly to me, the game was straight-forward to play through: there's a convenient "next unit" button, and it auto-cycles through units with simple options like move (which you can use multiple times for far-moving units) and attack; ranges (including attack range when you move) are clearly indicated with red/green squares on the grid; unmovable tiles (eg. houses) look good and are easy to navigate around.

I liked the trigger system a lot (and used it in my games). The only criticism I would say is that missing the trigger entirely should probably be less of a fail; taking a page from Super Mario RPG, a successful hit should be skillfully double-damage etc. while a miss should be just a regular attack. As a game designer, I would say the design of the battles is pretty standard, nothing special or new other than the trigger system.

On the other hand, the overworld part is confusing; it's not really explained that you have bases, you can generate units/gold, and command units to move. I eventually generated three more units and tried to marge them, but clicked X and one just seemed to disappear. Not sure exactly how this works. Also, opponents didn't seem to increase in units or gold over time.

The characters were pretty well-developed also (in how they develop over time) and the overall picture of the game world is easy to understand. There were a couple of confusing sentences, but nothing untoward.

Also: please add a settings screen with options to turn off music!

The strategic, army-building view does seem like a work in progress. I'm curious about what it's going to be like in the finished game. There obviously has to be some constraints preventing you from filling every territory with maxed-out units and buildings. It's hard to give useful feedback on that mechanic while it's in such an early stage.

I share your concern that the gameplay as seen in the demo might be a little too straightforward. There will apparently be more unit types in the full game, which is nice, especially if they fill other tactical niches (e.g. long-range artillery, fliers, armored spearheads). Presenting diverse, challenging scenarios is also important. If all you do is walk across the map to whack those guys over there, then there probably won't be much reason to carefully raise your army and make your deployments.

I think the chip-acoustic music is enjoyable and adds personality, but muting it should be an option, yes. Even the best music can become a grating distraction in a protracted battle, when you're trying to concentrate on your plan. There could also be a third option that restricts the music to cutscenes and battle highlights.