Re Sean A.
Although it's not intuitive, there is a reason for that. Towers always shoot for a unit's current position, meaning that if the unit is moving fast enough it can dodge these shots consistently. However, a unit that is following this unit will almost be guaranteed to die because it is running into bullets aiming at the unit in front of it.
In your case the unit was safe, dodging bullets, but afterwards you sent another unit marginally in front of it that became the new target for the towers. By targeting this unit that is marginally in front of your past unit, the past unit that used to survive will now die. In short, your future units "drew fire" and caused your past self to die.
I would like to do something so that such a case does not happen, but I'm not sure what would be best. The only thing that I can think of is to make him invulnerable until the point that he died last time. However, this might look a little weird since shots are actually hitting him.
Somewhat similarly, if a unit went ahead of a unit that died and killed the tower that would've killed him, the past unit will be alive this time even though he was a ghost last time.
Re Fork and Beard
Rockets are very fun
I do think that the 10 second limit is tight, I may do some tweaking to make stuff happen a bit more slowly, or have an option to control units in slow-motion mode. I also intend to try to have levels not take so close to 10 seconds to beat.
Regarding Slowness on "From Afar". There's a funny story here. Initially that map was my last level, but then I decided it was just too long and large to be fun, so I removed it and in it's place I put a new early game easy level. However, I left this new early game level button linking to the file of the huge map.
Also, there is still optimization that I know how to do to make it run faster; I simply haven't gotten around to it yet.
In future versions, actively controlled missiles will be blue tinted to make them stand out.
I like the idea of music increasing in intensity.