I really enjoyed this game in spite of its many failings. It's a really unusual game that way. Taken at face value, you could easily low-rate it.
1) It doesn't communicate its systems clearly at all.
* Example: The only way to determine your attack range is to click on hexes one by one to see if something is in range, but when you select an ability, you get a clear identification of available hexes.
* Example: Buffs and debuffs are super critical in this game, but you have to go to a detail screen to find them
* Example: Consequences of dying, that you can grind by repeating missions, etc... is never really explained
* Example: there's no way to check the description of a special mission before you do it.
* I have no idea why sometimes I seem to be able shoot through walls (sometimes, maybe, I think there's a window there?)
2) UI is Janky and sometimes totally broken
* Double tapping a hex to attack is sometimes an exercise in frustration that causes one of your team members to run off into the middle of no-where.
* Sometimes your team member will just throw a grenade off into the middle of no-where. No indication why
* Panning and zooming with or without the camera control is super janky.
* fog of war exists, but not communicated
BUT the combat system _is_ really good. The terrain in the maps is interestingly set up and the abilities that let you create super-terrain contribute to the tactical problem solving feel. Top that with the variety of ways of tweaking your own experience (grinding, difficulty levels, team switch-ups) makes for a very satisfying tactical experience with each map load.
If this game had the clarity of presentation and control that its underlying systems deserve, it'd be 5* easy.