The core gameplay is great! A lot of strategic variety packed into a few units. I also wish more turn based games would use simultaneous turns to make multiplay fluid.
However here are some of my concerns:
Repeated drag-and-drop is very straining on the wrists and much less comfortable than clicking unit and then clicking its destination. I suggest left clicks for selection/movement and right click anywhere to unselect or on the unit to cancel a previously set order
Freehand select of groups of units for movement would further smooth the experience
In-game overlaid reference of your unit match up table that can be called by a hotkey will really help beginners
Now for the business model:
$15 is reasonable for niche gamers but its still steep for mass appeal. Look at the discussion in this post http://www.reddit.com/r/gaming/comments ... _the_dark/ and the actual developer comments about Amnesia. Minecraft made more than 10x the sales of Amnesia, and most people are pointing out how Minecraft's low price is the deciding factor. It allows people to get the game for family/friends as a gift.
Another solution might be including an extra key for a friend free of charge. This is what Frozen Synapse, which I see as the main competitor for Conquest, is doing. I realize that your current solution in attracting users is a very generous demo, but because of the mental effort required to play the game I think many people will be satisfied with just a demo game now and again, not willing to cross that price barrier.
Also, (this not really as important as the previous comments) if you rebrand your game as a beta and allow 'preorders' that allow beta access, you will likely have a stronger psychological influence on customers. They will order expecting that new content will be added, which isn't too far from the truth considering that you guys mentioned something like 'lifetime support'.





