One thing that I dislike about this game is that the current implementation of purification seems a little uninspired. As I understand it there is supposed to be some kind of evil corruption spreading across the land, but as a player you'd be hard pressed to actually notice it. Currently the only difference between a purified area and a corrupted one is the presence of a rather quaint windmill near the end of the level. As an illustration, I've attached two screenshots. One is of a corrupted area, the other is purified. Can you spot which is which?
Not only is this dreadfully boring, but it is also actually harming the integration between the two main components of the game. It feels like there is a disconnect between what is happening on the strategic map and what is actually going on in the platforming levels. Let's say that you successfully clear an area, making it safe for survivors, what is the reward for revisiting the same tile? Aside from the disappearance of the windmill, nothing has changed. If the game hadn't told you so, you wouldn't know that you'd even purified the area at all. A similar problem is present on the strategic view, corrupted areas simply look like unscouted areas -- there is no sense of evil at all.
So how can we improve upon this? For a start, a much greater distinction needs to be made between corrupted and purified areas. For corrupted areas you could add some harsh weather effects, gale force winds, lightning, fog. You could darken the area with lighting effects, add some special eerie music or even make a slight palette change to the slice. For purified areas an interesting change might be to simply remove the monsters from the area (at least on the surface) -- how those survivors can farm with all those monsters roaming around is a mystery to me. Change the music to an upbeat theme instead. Then simply use the standard areas, which seem reasonably bright and pure anyway. As for the strategic map, just make the corrupted areas stand out more, make them dark purple like Demonaica's castle or add a small storm animation, anything to help differentiate them from the purified areas.
Other more advanced things to look into in order to decrease the feeling of disconnect between the strategy and the platforming would be to add basic buildings to any areas (minus monsters) on which they are built, with any survivors milling around if present. For example, if you've cleansed an area and built a farm plot let the player see for themselves the result of their heroism. Survivors are visible in camp on any tiles in which they're present, which is nice but much more could be done.
That's about it I think. Thanks for reading! Any comments or further ideas on the topic appreciated. Cheers!