#1 It is NOT engaging enough. The UI, over the months, got so streamlined that there’s just not enough interaction between your Kingdom and you. There’s a lot to do but little game-provided direction to take you there. The pieces are there but the player is left to just “know”. That’s bad.
#2 The UI requires far too many steps to do stuff. It just needs a lot of love still.
I hope that these issues become a priority soon. They're related I think - some aspects of the UI reduce immersion.
The unit movement and turn mechanics in Elemental pretty much match Galactic Civilizations and to me that just don't feel right for Elemental. It is what most interferes which me feeling engaged. I suggest:
1) When a unit has the focus, gently highlight (with a color transparency) all tiles the unit can move to in the current turn. If the player has grid line display turned off, outline the edge of the reachable area and round corners in the outline. As soon as the unit starts to move, turn off the reachable tiles highlighting, then turn it on again when the movement animation is complete if the unit can still move this turn. (Note: this was mentioned in https://forums.elementalgame.com/386279 but I don't know if that was read by the developers.)
2) Add a mechanism which changes the focus to the "next" (any order is ok) unit which has moves remaining in the current turn. I suggest putting this just left of the "end turn" button, and graying it out when no moveable units remain.
3) Add a start of turn popup whenever a town finishes building something showing what it has completed, what it will build next, and with a button to set focus to the town's build dialog. Checking towns manually is tedious.
I haven't gone looking for stuff to tweak (haven't played much, it feels too much like work in its current state) but noted some other things I encountered:
4) When the kingdom is founded (first town) automatically display the build dialog. This would help to guide the first time player.
5) As mentioned in the post at https://forums.elementalgame.com/386279, remove an unnecessary click from the town build interface.
6) The way units enter and pop out of towns seems awkward to me. I especially dislike that I have no control over where a unit appears after leaving a town, and the similar random feeling movement off the tile after founding the kingdom. A possible fix would be, after founding the kingdom or popping a unit out of a town, change the cursor to the unit's icon and highlight the possible "drop" tiles. User clicks to drop the unit. The escape key could be used for auto-placement, just as a way out for new users who don't get the suggestion made by the highlit tiles.
7) The "Research Breakthrough" dialog includes in the description for each possible selection "Likelihood of being available", "xxx". This is confusing to a new player. Does it mean something might not be available even though it is being displayed? (Of course not but I stumbled over it first time.) Does it mean that something which is available at this instant might not be available on our next breakthrough? (I don't know the answer to this.) This wording should be reworked.
8) The dialog confirming the founding of a new Kingdom should include verbiage which says that the town will grow over time and is best founded near resources (fertile land, metals, shards, etc.) which it will be able to use when it grows. Verbiage like this would eliminate the uncertainties I had when I first played the game about how a town would eventually harvest resources.