This is a fun game, and very polished- I'm impressed by what you've done with Twine, in particular the way you've used the engine to make a real-time game. However, I'm not sure if the game gets the inevitability of the failure of civilisation across- things feel extremely stable, even into the late game (here defined by having a size of 7 or 8), where it feels like you can keep on going indefinitely because of the slow scaling compared to the rate at which everything else grows. I found myself running everything on cooldown, buying more buildings and recruiting more fish, and still having plenty of fish to feed the shark without it being a significant limitation.
Truth. I should have added more chaos to it. But in the end, the chaos didn’t come naturally as I expected, and coding chaos isn’t as easy as I thought it would be. Maybe it’s just a few lines of code away, but I confess I didn’t know how to do it. The fear of breaking the game, even though it was supposed to be broken, spoke louder.