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Thanks! Difficulty was hard to balance, as I said in another comment.
I might just bump the initial cash reserve so people can experience a bit more of the game, how would you feel about that?

That could work, but i would add some time before you go into bankruptcy or make the threshold lower ( A negative number instead of 0), or maybe make it so that going bankrupt doesn't instantly take you off the game? (like, you can't move or change anything but you still have the opportunity to get back if your conveyor is perfect and you sell to get into positive money again)

Funnily enough the original design had you going into debt before bankruptcy, but the threshold always felt arbitrary...
Should it be -100? -200? How would the player know what is the failure point? Zero felt like a more intuitive value for failure.

Having a time window where you can't interact and are waiting for money to roll in is worth exploring, I wonder if it would "break the flow".
It would definitely make for some intense moments :)