Wow, thank you very much for such an extensive review. I really appreciate that you took the time to write all this; it means a lot to us!
We plan to continue with the game; we want to achieve something like a linear roguelike (or not so much), similar to Shardpunk or Depth of Extinction, with a short campaign where the team has to progress through a level tree. The idea is that the player chooses the units at the beginning and tries to reach the end with those same units, giving it a survival touch.
The idea of having action points in increments of 100 comes mainly for two reasons: influences from Jagged Alliance and also the intention to integrate it into the flooding system, but unfortunately, we didn't get to it. Our idea is that as the water level rises, it becomes more difficult to perform actions (not just movement), so it made more sense to be more granular. Nevertheless, I agree with what you're saying, and it could be simplified.
The idea with the AI was to have offensive and defensive units (like the ones with MG42s). I added validations for them to check their surroundings when attacked, but I think there was a bug that I didn't see before the release, causing them not to respond. We will fix it along with several other AI improvements. Also, we might remove the vision cones since small maps don't make much sense for them.
As for the UI, it's not my strong suit – I've been a back-end programmer all my life lol! We used CodeMonkey's ui for both the HUD and elements in 3D space, but we didn't give it the priority it really deserved. We will improve it in a future version. (In fact, today I already started working on changing the movement grid from sprites to a dynamically generated area mesh like in XCOM)
We really liked the theme, and we will continue working on the game. So, again, we appreciate your recommendations and the time you spent with our game!
Thank you very much!