Well, testing the controls, I hadnt expected them to really work out with this new setup, but they actually do. I am impressed, I know I sure as heck would not have thought up this solution. To test it I went back to the cave that had so very many "get stuck without seeker" spots, and used the spell class with the least options that I'm most terrible with (agh charge shots, still useless), but this time I was able to actually pass it.
Yet again, you guys have fixed a really annoying problem REALLY QUICKLY.
As for the strategic stuff, hmm..... I'll have a proper go at it in a bit here, but it kinda sounds like there might be LESS strategic options now? My thoughts are, once the Overlord has stomped on a particular group of houses/buildings/whatever in some corner of the map..... there will never again be any reason to send survivors in that direction again, as you now have zero options there. Not to mention some buildings *need* to either be permanent or rebuildable (thinking of pyramids here, unless they already are, but I dont see them there; mana is nigh-impossible to come by as it is already).
More specifically though, it sounds like the possible uses for survivors might be dramatically lower with this setup. Before, I might look at the map and think: "Ok, so I can either rebuild the Amp tower, or go over here and rebuild the pyramid, but I kinda also need more housing, which I can put over here since the bad guy has moved away from it now". That particular decision would now become something like "Ok, I can.... only build more houses. But only in this section here".
That's just initial impressions, though. I'll give more feedback once I've had some time with it.
And to repeat some stuff I mentioned in a different topic:
So far, this seems to work out decently enough. At least with basic spells anyway. Without the angled aiming as it was before, some spells are still going to be almost unusable like those ones that rise upward after being fired.... I could ONLY ever hit anything with those if firing at an angle, since it changed the arc of the shots, or the Sine spells, those just plain never seem to hit much.
There's still the issue of the actual spell balance remaining..... things like whips or those bizarro "big slow ball that follows you and doesnt do anything and then crashes into a wall and vanishes" spells are still completely worthless, but I'm thinking most classes should at least be viable now.
Though, still need to do much more testing yet.