Wow, really surprised with how slick this feels! This isn't my type of game, but because it is so welcoming with its tutorial and designed so smoothly, I enjoyed it and found myself getting hooked! I especially love the subtle hints at how mechanics work by utilizing visual elements, like how coins appear over each tile you own and then get vacuumed to each unit: a very elegant representation of the income and upkeep system that can be understood without words (but it and other mechanics are also backed up by an informative HUD and tooltips and a hint/guide as well)! Like it says, it's a simple yet deep game that's quite fun to play!
While the game does do a decent job at explaining a lot of things intuitively, I still ran into a lot of confusion on my attempts to play and feel like the game could've done a bit to its design to help in subtle ways. For example, it'd be great if hovering over interactable things like units would have them react in some way, like wiggling or growing in size or glowing, to let us know (and in some cases, the tooltips on hover wouldn't appear until you double click or wait for a long time for it). Similarly, it'd be nice if units that we'd already moved would be grayed out to indicate their inactivity: just stopping from jumping around isn't quite as clear. More importantly I wish important events like units killing another or becoming bandits, for example, would happen with a bit more fanfare like an explosion or sound effect since sometimes I wouldn't even notice them at first glance (it does try to help with the exclamation points after the fact, though). The game is general is very lackluster when it comes to sound when it could be a great service to signal events like this, or make other events like the act of coin collection more satisfying.