Better than the last one. Still needs quality of life improvements, though.
Zoom would be better if it was WASD, QE.
Spawn cost should be intuitive. Annoying since I can't tell just how much everything costs, and keep forgetting which key is what.
Tutorial is still a bit tough, but better than last time. I don't like the disclaimers every 2 seconds that "the game is hard". Dying in a tutorial is still pushing it. Beat the final tutorial level and the game just kept me in the level. Had to reload. It saved my data, at least.
I feel that levels end way too quick, there's not enough time to form a strategy. On top of that, levels are not open ended enough to feel like a good strategy game. I don't think it's a good idea to make an RTS be extra cruel about how much set up time the player has. Literally just started, I do not have the muscle memory down for some of this. Dying on repeat isn't fun, it feels like being stuck on that one part every level.
Levels need to be longer, give me something of a prepare phase, give me some capability to scout just what's coming in. Bring the enemies in waves with gaps in between rather than just tossing them all at once. It doesn't feel like I'm making a strategy. It feels like I'm brute force figuring out the right answer to the level.
There was a game design theory where someone said that maximizing fun is maximizing the state between winning and loosing. In this game you're basically winning by a land slide, or loosing by a land slide. I don't like the set up of an ultra rapid fire RTS at all. It's incredibly difficult to think of a strategy in so little time with so little leeway.