This is definitely a very chaotic and manic game trying to avoid dying to... everything. I swear I died to my own units more than the enemy to be honest, which I think was kinda the point. But dang did it suck to get hit by my own thing, still hilarious tho.
A few things I had issue with tho would be:
- Getting an enemy near you when they stopped is essentially a death sentence because you are unable to outpace them on the next turn, and there's no set order since everything moves at once. So you're basically stuck with no way of surviving. The same thing happens if you are somewhat stuck in a corner etc. behind enemy units. I'd say the best way to probably fix this is already in the game, for the enemy wizard, giving some sort of slight teleport, or possibly a shield etc. to use when cornered could help get you out of those situations. Though I do think a more interesting idea could be changing the order of spawning, ex. enemies to spawn before or after movement could add some nice complexity. Another possible idea could be map teleporters? Ex. corner teleporters to hop around or just overall environment stuff to use.
- On the topic of the enemy being able to teleport, it definitely hurts, since the enemy wizard is pretty consistently teleporting out of what would have been a death sentence when you are stuck with the same situation and die to it pretty consistently.
- A small QOL of life change I think I would recommend would be changing the colors of the units directions. Possibly based off unit type etc.? Could help differentiate them so that you can more easily pick between them when selecting things.
- Another QOL of life improvement I'd personally suggest (more personal preference) would be adding the ability to see where enemy units plan to go so it's more readable and easier to plan around. Especially since you're already planning around your own units movements. It gives you more information to deal with but it could lead to some more interesting plans, especially assuming the AI could have some complex maneuvers it could plan.
- A final note for some things overall, spawning, movement, abilities etc., is that there's not really a clear "order" to all of it. Some of it I figured out, some of it I forgot, and some of it I didn't. So a clear order of priority could be helpful. Ex. Movement, Abilties, Spawning etc. to help clear up exactly what will happen on any given turn, while still leaving said turn to be a manic mess of craziness.
Overall though, this is definitely a very interesting basis for a game, I feel like more unit types and such could be interesting to work with, or as I said, more environmental factors. What I can say is I would definitely enjoy more levels to mess with, maybe with less electrocuting myself this time.