A pretty neat game, but very rough around the edges at the moment (obviously, since it's a demo, but still, more rougher than I would expect even considering that).
I definitely find the concept intriguing and find the two game modes to be nice, though I much prefer the 2nd game mode of protecting a huge cell bundle rather than just surviving. Always love me some educational entertainment! It took me a bit to get used to the controls and all, but I do feel like there is some interesting strategy gameplay in here. Unfortunately, as said before, it is still a bit rough around the edges:
Overall I found the gameplay quite frustrating, as it simultaneously required too much micromanagement and yet also felt too much out of my hands and up to luck. A great example that sums up a lot of the issues is the gatherer nodes: I found it tiresome how much I needed to babysit them, as they would constantly rush out like they're trying to commit suicide and I'd need to pull them back with E so as to get them to bring back the glucose they've gathered before they kill themselves. Constantly I'd fail at bringing them back because I'd either lose my attention on them for a split second or I'd just time it wrong since I don't have control on how deep they dive into a crowd of infection. You'd think that with a game that allows you to select a unit, there would be a way to tell them where to go or what to do more precisely like other strategy games do, but nothing like that was in this. Units like the sentries fared better since they would stay in place, but it was annoying that I couldn't, when switching them to mobile mode, tell them where to position next to redeploy in sentry mode: they'd just wander dumbly about. It's nice that the game tries to reduce stress by automating unit behaviors, but it doesn't help that the units can be so idiotic and you can't help that.
It didn't help that it was difficult to learn the game in the first place since it just gives you an awkwardly scaled/sized pamphlet to read, in that it was scaled/sized down so badly that it corrupted the tiny text and made it very difficult to read.
Furthermore, there was a lack of visual/audio effects to communicate gameplay mechanics in an intuitive and satisfying way. For example, there were no death animations for cells, they just poof out of existence: this made it difficult to keep track of what was going on and also made it feel empty and unsatisfying to kill the infection. Another example was the gatherer cells, which had no effect to signal the transmission of glucose to the control cell, making the process feel hollow and difficult to perceive how much glucose you got.
There were some pretty wonky bugs here and there, such as how if you, the control cell, dies, you get a game over, but if the cell bundle dies, you get a 'you win' screen, when that clearly should be a game over as well.
If I were to have a suggestion to improve the gameplay, it would be two methods:
1) Tranditional micromanagement (more control)
Introduce more traditional control into the game like you'd see in a game like Starcraft or Command and Conquer where you can select units and tell them where to go, what enemy to attack, set patrol routes, and so on. In this way you don't have to deal with your own units acting dumb: it's up to you as the player to order them wisely so as to make the most of them.
2) Spawn and forget (less control)
Focus on the cells automating themselves without player input: the player just needs to focus on spawning the right unit at the right place/time. Get rid of the Q/E modes altogether since it just makes annoying micromanagement. To address the loss of Q/E: split the #3 unit so as to make the #3 unit's chase mode be what the #2 unit is instead, and make the #3 unit as the sentry as default. Additionally, make the #1 gatherer unit go out to gather as much as it can until it dies: upon death, do not delete the cell, instead have it come back and deposit all it could get, and then delete it. You might think this would make gathering too easy, but you'd still need to spawn the gatherer smartly to get the most out of it, like spawning it to attack the sides of enemies that are busy attacking one of your beefier units.