First off, this game nails the isometric pixel look, and aside from a few minor and understandable bugs it runs very well for a game of this complexity. The in-game UI is sufficient to communicate the data that I need as a player, but it is not overbearing, which is nice. I think a huge challenge in designing these types of games is teaching the player how to play them. As much as I like learning by doing, it is nice in a resource manager to have even just a brief overview of what is going on before you start clicking buttons and ruining the economy. The mood music is great, and I appreciate the effort that went into the writing and atmosphere building in the text.
QOL notes - the game immediately quits on ESC, and on the first decision screen, since the player has not been introduced to the decision phase yet, it is actually a little confusing how to proceed (especially since there's a giant NEXT in the corner encouraging you to click it. Maybe I'm just dumb.) Also, I'm not certain if I beat it or if it bugged out, there was an abrupt end after approx. the 6th or 7th decision.
Also, some free QA testing - I believe the building resource UI (in the top left) bugs if you select an instantiated piece and then select build option, and sticks on one of their values. Also, there are some selection conflicts when buildings are close together.
Great job all involved!