Automated Repair Device might as well be a wall now, enemies target them very often.
When playing as Diana, the game tells you what Alex must do to win, and that Alex died, etc.
Mission 1 is much better now that I can kick the enemy in the face.
Mission 2 is still tough on hard, but I did manage to beat it finally, it seems ok for hard.
Mission 3: Playing as Diana, the enemy didn't die when reduced to 0 life. Playing as Alex, it did. Strange. The mission seems fairly balanced on hard though.
Mission 4: I don't think this fight can be won on normal or hard (the enemy has 19 units on hard, 18 on normal??). First mission where resources become a problem (and you have no resource cards in the deck in normal/hard). Playing as Diana, Take Cover is a useless card in this fight, cramming up your hand. Meanwhile, Alex gets Hold Position, which rocks, but he doesn't have enough offense to win the fight (very, very far from it).
I won it on easy as Diana with my very last unit and 2 health left, and that was near impossible. The only way to win it otherwise would have been to strengthen the correct cards in the side missions, but you don't know that ahead of time, so I had already strengthened other cards.
It was a lot easier (on easy) with Alex.
Mission 5: The lack of Personnel resources makes it impossible to play more than one card a turn (since all your units require personnel), which generally kills you. I see your dialogue choice affects this fight, which can make it very, very easy or quite hard. That idea is not bad, but doesn't feel right for a tutorial mission. If you pick the wrong choice, you've crippled yourself. I know you don't want the text to be "gamey", but maybe there could be a clearer indication that the choices will mean a change in cards.
Side missions are now some of the easiest missions if you construct a good deck (I mix Charlotte and Christophe).
When the demo ends, the game quits. Would be nice to be taken to the start screen.

