The commentary on how difficult it actually is to distribute accumulated wealth as charity (without outright cheating) shouldn't be lost on anyone. If there's a later post-Jam release, I suggest making this clearer. The gameplay itself is good and makes the point of the Jam well, but I see two issues that make the game world far more dystopian than was probably intended. I bring them up not to complain, but to suggest leaning into them.
First, the game is still working completely within capitalism and its restraints. Charity is something that mostly only exists as a result of capitalism, after all, and reliance on it as a social necessity is one way of maintaining the economic status quo. There no actual fucking over of billionaires here, and I think that's a missed opportunity for this game. (Charitable organizations also distribute information and - strictly at the on-the-ground face-to-face level for legal and social reasons - can nudge along social change.)
Second, the human(?) distribution workers are unable to distribute charitable assistance faster than the charity founder can, and this has implications. With or without an autoclicker, the founder is someone who can convert and distribute $0.1 trillion, $100 billion, $100,000 million in charity by themselves. This suggests something uncomfortably extraordinary about the founder - superhuman, inhuman, eldritch, mechanical, etc. - as well as that it's not possible for humans to effectively help themselves through charity.
I'm assuming the lack of in-game time is a deliberate choice, and I don't think it's necessary anyway. The game makes the difficulties of charity logistics clear enough without it.And there's a bug: when Increase Storage resolves, it seems that you can't Buy to fill it without Distributing once first. (Just saying that the warehouse can't fill its new capacity, without first making some space to work in by distributing, would handwave it though.)
I like the pink/lemonade color scheme, and also how clean and simple the interface is.