Thanks for you comments, we really appreciate you playing our game. We spent a lot of time trying to get the "look" right. We'll do a break down of the layers in a blog soon. We're glad you enjoyed the mechanics. As usual we had more plans than we could implement in the time but we got the core ideas in there.
The weapons had limited balancing done to them and, as you spotted, the torpedo launcher was designed to be an area of effect weapon, like an RPG, but we ran out of time again so it was more a hinderance than anything. We should have reduced the AP to 2 for the final build, spot on.
We did think about making the AI avoid the mines, but where's the fun in that! So we left it so that you could guide them into the mines with strategic positioning of your units. An emergent benefit of not so good AI!
Getting the camera controls and voxel cell cursor to work in a useful and intuitive way was most of the problem we had during the jam. We spent a lot of time with prototypes trying to see what worked best, and cursing ourselves that we'd decided to go with elevation in a turn based strategy game! We're fairly happy with how it turned out though.
We will definitely add Q/E to rotate the scene. We were mentally trying to go for a single button to drive the whole game, thinking ahead to a possible iPad version where you just have 1 finger. Also we had Mac users previously who only had one button mice and could barely use the keyboard! For a PC game though, additional keyboard controls should be an option and we'll make it happen.
Thanks again for all your kind words and for creating a great game yourselves. Best of luck with future jams and we'll see you in the next Turn-Based Tactics Jam.