Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
Okay. So while I can see there's something here... this game was frustrating to play for one reason: so many things didn't make sense. I'm just going to list them in order.
First, why have an option to "Show Tutorials" if tutorials aren't an automatic thing? All the feature does is give you a button to look at the tutorials. That is the dumbest "feature" I've ever seen. You should ALWAYS have the ability to look at the tutorials. A "Show Tutorials" option should trigger the tutorials to pop up when it's the player's first time experiencing a specific screen to teach them about it. Also I'll say right now if that most of my questions are answered in the tutorials, it significantly highlights the need to SHOW THE TUTORIALS. It's always better to do tutorials at the moment the player needs that information rather than expect them to read every single tutorial and memorize everything because a lot of people aren't going to remember all that information.
Next, what does "Retals" mean? I can only guess it means retaliation and you shortened it due to a lack of space... but this feels more like a reason to give the area more space than you do so you can do the full word.
Third, why does a fight with one enemy have better rewards than a fight of the same difficulty level with four enemies? How is it calculated? And speaking of calculations, how in the world does damage work? Every unit has a number that I THOUGHT represents their HP, but when I check their HP is just so vastly different?! So what is the other number, and how are my attacks lowering it? How does it interact with actual HP?
Fourth, how come the enemy can direct their counter attacks to another ally unit if it's in range but I can't? I watched this happen where I had Ally 1 attack a boar, boar countered Ally 1, then Ally 2 attacked the same boar while beside Ally 1 and the boar then directed that counter attack to Ally 1!
Fifth, if I have a ranged unit who still has ammo, why can't I choose to keep using that ammo when a target just so happens to be in movement range? For that matter, why are ranged attacks able to cross the entire board? It seems like there's supposed to be a ranged area mechanic based on some writing I saw, but it's absolutely broken.
Why can't flying units attack from tiles they can travel over? The tiles may represent water or hills, but these units can fly. They should still be able to attack from them as a defensive measure to reduce how many directions they can be attacked from.
While this is called a strategy game I didn't feel like employing strategy was doing me any good. I'd try to target specific targets, such as ranged enemies, to get them out of the way first, only for them to survive a beat down and attack me anyway. Adding in how far units can move, with most units being able to walk the entire battlefield in two turns, and it doesn't really make sense to say there's strategy to it.
Also, I encountered some strange bugs. After I had a very fast loss to the Minotaur (thanks to its insane 3 attacks per turn), the title screen decided it didn't want to go away anymore if I tried to set up a new game. It just stayed there, some parts in the background (But their active elements still in the front) and others just being right on top. On top of this, my loss to the Minotaur broke Odysseus. Despite the fact that he's supposed to be the first character, the game glitched out on him and pushed me to play as Atalanta.
As you continue working on this game, I highly recommend making tutorials that function in the battles. You could use scripted fights, requiring the player to make specific moves to ensure the computer behaves how you want for the tutorial to operate properly. That way, you ensure the player can actively see how the game is supposed to work and can learn each piece of the game in a proper setting where they're more likely to remember it. There are other games that use this kind of idea in this event now, such as Hungry Horrors.