@hank-ather Thanks for the feedback. A lot of ideas were scrapped due to time constraints. Many of the annoyances, such as having to slowly wait for your inevitable demise, were due to a lack of playtesting, as we only had an hour to do so with a feature complete game.
@oxbuddulaj The game is supposed to skip to the next level if all enemies are completely destroyed, but we underestimated how hard it was to actually accomplish that task. In early development, we considered letting the player build at any time, and spawning enemies in waves, but had to stick to a build phase due to how abusable it would be to build during combat.