Nice work! Here are my thoughts:
- I'd like to affirm pretty much everything @erasmus-crowley said. I like the choice the player needs to make between upgrading a tile and moving its units, I noticed all of the same problems on my playthrough. The only difference was my experience with the AI. Not once did it successfully take over one of my tiles; even when it had more units than one of my adjacent tiles on its turn, it only sent a handful of those units over, so my number of units went down, but ownership did not change. Maybe it knew that taking over a given tile at a given moment would stretch it too thin and put it in a disadvantageous position. Maybe my strategy for this game was particularly powerful (I left all tiles with only one unit except the ones on the front line, placing as many units in each of them as possible, similarly to how I've played other Risk-likes). Maybe it never had a chance because of a possible exploit I found- see the next comment. - I know that, when you perform a single action with a tile, you cannot perform another action with that tile until your next turn. So, I'm not sure if this is a bug or a feature, but I noticed that you *can* move the same units multiple tiles in a single turn... if you move them in the right order. For example, say there are 3 tiles in a row named A, B, and C. A contains 3 of your units, B contains 5 of your units, and C is an empty tile. So, you can move 4 units from B to C, 2 units from A to B, and then you're done with your turn, right? Well, if you move the 2 units from A to B first, tile B is updated to have 7 units before you've finished your turn. So now, when you go to give orders to tile B, 6 units are available to move from B to C. In other words, those two units from tile A can be moved twice in a single turn. I assume this is unintentional. Since these movements can be chained together, they can be easily abused. Nearly every turn after I found this exploit, I carefully plotted paths that allowed me to move units up to 6 or 7 tiles away from their starting position within the span of a single turn. - I'd like to know what the properties of each different building type are. I think I figured out that hospitals generate units faster, but that's all I could figure out on my own. - Once you select Attack or Upgrade, you are not allowed to change your mind. An undo button would be nice. - I'd like to see a local two-player mode as well, so you don't have to play against the AI. - The sound was very low; I didn't notice there were sound effects until I faintly heard the win fanfare.
Despite all these criticisms, I did enjoy playing the game.