Great graphics, nice grass texture. I like the concept of building networked self-sustaining villages.
I think the game could communicate more information visually. The mechanics are centrally about the connections between buildings (and how those connections bounce off of mirrors), but these connections are not visible. It felt like playing laser redirection puzzles with invisible lasers.
Networking was tough to understand, and the house implies you need to know it in the first level. I was unsure if any structure counted or just paths. Some indication of which tiles were networked (like an outline) would help.
I wish I could see decay status of different buildings more easily. Or just highlight the ones on zero turns left.
The graphic for the mirror pool doesn't look like it reaches all the way to the shore. The wall graphic implies it can be built on meadow.
I couldn't work out how to deselect my tool so I could inspect tiles. Usually this would be done by clicking on the selected tool again.
Having to clear land before building is tedious. Its fast regrowth is annoying, but not difficult enough to bother planning around. The timber pile and stone foundation similarly feel unnecessary. Makes me wonder if houses could just cost 3 actions instead of 1. This wasn't as bad once I got used to using the keyboard shortcuts.
Took me a while to realise you could have multiple houses with 1 garden, or that this was necessary for building a mason.
I think I encountered a bug here, with the house not registering stone as being networked.
Good luck and I'm curious to see how it develops.