Hi! I got the game on Switch and have only played like... the first three tutorial levels, and I'm already enjoying all of the fundamental gameplay a lot! There's a few interface concerns I have that are really dragging down my quality of life and getting in the way of me liking the game as much as I feel like I should, though. To list some things off I've noticed and feel like would be relatively simple changes: -The 'End Turn' menu option shouldn't be the top/default one in the start/empty space menu. Part of this complaint is muscle memory of hitting A > Up > A, but I think there's a valid reason that the input should be more complex than A > A, which can be easy to press thoughtlessly or if you're trying to go quickly and end up a tile off from what you meant to select. -Selecting the Attack command should jump to an available target, and possibly cycle through just those spaces. Especially given units that can move and ranged attack, it's very awkward and flow breaking to have to precisely position your unit, then move over to an enemy. Even if you can come up with valid reasons not to move the cursor automatically, please let L and R switch between available selections like it does for your available units at neutral. -Please implement a toggle to make units move as quickly as they do while holding the B button. All the animations in this game are gorgeous and I appreciate them, but in general I feel like they're on the slow side, and that goes especially for rote on map movement. -On the same note, any option to play battle animations at a faster rate would be deeply appreciated. I do like watching them and the feel and the context they provide, but they still have a certain sluggishness to them, and it's only going to feel worse with more hours put into the game. While I appreciate using the same functionality to skip them as full cutscenes, the only option between disabling them entirely ahead of time being to hold an input for what could be almost half the length of the animation anyway is also problematic. - Cursors do not get 'caught' at the edge of available ranges when you hold a button down. This one's really minor, but I have to say it feels really nice and helps a lot when you consider how often you want to be maximizing your movement range. -As far as I can tell, there's no way to quickly jump to buildings that haven't produced yet, and that would be really nice for being able to quickly finish off turns, rather than having to do precise movement to get your cursor back to your base. Thanks so much for developing this game and listening to my feedback! I still think I'll be playing a lot of this, but if even a few of these things get patched it would make a world of difference in my enjoyment and appreciation.