Think I had a bad run. Got all the towers lit and the boat never showed. I thought it was odd that the endgame dragged on so long :wink: I could swear the camera pointed to it during the little blurb after the towers were lit, but it was definitely wasn't there my next turn. Also, the defense shrines (pay 2 mana, -1 calamity) weren't working at endgame (the only time I tried to use them).
Anyway, a couple little nits to pick. I'd really like to see the action icons near the active character rather than off on the side. I sat there mashing on characters for a while before noticing them (the buttons don't exactly stand out, either). Randomly generating the map seems like a bad idea for a puzzle game. I guess time will tell, but there does seem to be a pretty wide variety in heights it can throw together. The intro tutorial window is quite an infodump (and an unformatted one at that). I would have liked it on the Esc/Pause menu to refresh my memory (Kudos on having the time to have a pause screen at all, though!). It also takes far too long for the 'sinking' phase to pass (and the sfx is grating), especially endgame where you have to sit through it twice in a row. Standing NEXT to a building to interact with it is counter-intuitive to anyone who's ever played a strategy game.
Now I'm sure I'm going to be the polar opposite to the LD crowd that thrives on pixel puzzle platformers, but I really disliked the art for both the terrain and buildings. It is an interesting experiment, but, man, did I find it ugly, particularly the ground textures. There's some nice pallet-shifting animation on the castle to give it a bit of life (which is great!), but you spend too much time staring at them too closely. Too low res, maybe? I didn't understand the icons over the character's heads, either. I really had to stare at the crown icon (I think its a crown. The 'I'm holding the baby' icon) before understanding what it was. The province borders, once I figured out what they were, were so distracting as to drive me bonkers. Static lines on the map would have been just fine.
Um... Geez, I'm sorry. I honestly didn't expect to rant this much.
It is a very interesting experiment, both visually and mechanically, and simply oozing with polish (maybe a bit too much polish? (Looking at you, province borders!)), but I feel the game itself has a long way to go.