Thank you for the thorough review!
We're keen on expanding this a bit after the ratings period, so as Saffles said we might have a V1.1 at some point. Definitely would have a skip all option.
Our original idea included a couple more layers of complexity, but due to time constraints we pared things down a lot. eg. Instead of directly getting reputation from bones, needing to research them to create skeletons. More time researching = higher REP, but more chances for your researching camp to be sabotaged. I like the limited moves/turn idea, it would make each decision much more impactful.
I did the design of the camps and worked out a lot of the rest of the palette usage from there. We looked at basically all the existing GB top-down strategy games for inspiration on how to create clarity in a limited palette - there's not very many, and most struggle with clarity. Super Robot Taisen has to get a shoutout for the idea of using inverted colours to show range though. I tried to use both shape and colour to make a very bomb-proof (har) design for each tile, where even if I blurred my eyes a bit I could understand the game state.
The restart button was very last-minute so "spacebar" was certainly an oversight!