Managed to complete the game in 26 days.
alljuicedup.png
I liked the UI, it's pretty, clean and has some stylish transitions. There is a couple of helpers getting the player to notice they have to act somehow, which I appreciate. I mean things like the "collect me" hint when you miss some juice, or an alert about having not enough juice for the tax.
I've only missed that for the delivery time, which I sometimes forgot about and went on harvests straight after buying. Broke a game once by entering the level with 0 units available (couldn't get back to world screen).
For some reason I initially thought that you keep units placed on the map for the next level and it took me three levels to notice that it's not the case. That obv makes sense design-wise, I just didn't notice at first.
A quality-of-life feature I'd appreciate would be shift-clicking to place multiple units.
The game feels very complete, with a solid structure that one can easily imagine be expanded upon. It seems quite polished, especially for a solo project. Good job bringing it all together!
When it comes to battle gameplay itself - I feel like I overused bombs, they kind of carried me through the game. Often I wouldn't place units but just ride the 10 sec timer and wait for enemies to get into good positions.
I think part of my focus on bombs was that I'd prefer units to be more accurate, e.g. always (or at least mostly) going for the closest enemy. Especially since I've often deployed a minimal number of units to save on juice (therefore every "weird" behaviour was particularly impactful).
PS I do like the >historically accurate< shapes of countries :D