Hello! I'm a UX guy from the stream :D
Finally found some time to play your game. Let me just say it straight.. the concept is fantastic and the execution is just awesome! The entire art style and the mood it creates is just top tier! This is extremally high quality entry, period.
What impressed me the most is how well balanced this game is.. every turn and every decision matters! That's not an easy thing to pull off, especially in such complicated game like yours! There are variables everywhere and it still.. just works like a charm. Also I love how every crew member has its one character embodied by the art, animal it represents, voice and even by gameplay mechanics!
The tutorial is a great addition and explained the game really well and absolutely fulfilled its purpose. I didn't have problems to understand gameplay rules thanks to that feature.
Ok, that's it.. I will not spend any more time on praising this game, people above me already did that and you already know your game is awesome :D Instead (like I promised) I will give you some thoughts on the UI/UX because I think in this field the game is lacking the most. I split it into 2 parts: tutorial and interactive HUD.
Tutorial
Let's start with the tutorial. It's implemented really well and definitely works however it takes too long to complete. Seeing multiple categories and so much text just in the "tutorial" section can create such first impression that game is extremally complicated, which in fact it's not. You can lose potential players because by this screen alone.
There is a lot of things in the tutorial that could be simplified making it much shorter. For example you can reduce text by avoiding things like "*The top of the panel contains...*", you already have arrows for that ^^ And when it comes to arrows.. it's a small thing but I would change arrow color to the same like tutorial panel to create visual connection between those two UI elements. Everything on the interactive HUD is mostly black and white already so it would create a good contrast between gameplay elements.
Another nice trick to reduce tutorial length.. don't explain UI components (players don't need that information) and always explain UX instead. Here is a simple example, instead text like "*On the left, we can see buttons, each with a picture of a crew member*" you can just say "*Here are your crew members. You can click them to see more details.*"
Interactive HUD
Now it's time for the interactive HUD itself, so all the dark panels that are the core of the gameplay. The HUD in the current state works well enough so I don't have many issues with that when it comes to UX. That said there are few things I was able to think about that could slightly improve the overall experience. So I will just share it with you in bullet points:
* I would replace current status panel (with "current actions") and crew panel with just one panel. It creates too much data redundancy. For design I would try something like long horizontal line with portraits with current action below it and if you hover on the portrait, above could be displayed all possible actions for specific crew member. So it would be like that:
``` [1. action] [2. action] + small visual cue which shows this is a current action [3. action] [portrait][portrait][portrait(hovered)] [curr. a.][curr. a.][curr. a.] ```
* You can display amount of upgrades of the crew member in classic "level" style (something like small circle with number in the corner of the portrait).
* The general rule for good UX is to reduce amount of actions to get somewhere/do something. In this game most of the time actions are just one click away.. except hiring and upgrading. To reduce amount of clicks required to hire/upgrade unit I would allow players to press "Current applications" label to open hiring menu or get to upgrade window directly by pressing unit level icon (mentioned in previous point).
Ok, that's it. I hit character limit xD I had fun playing it! Absolutely a 5 star game!