Real-time strategy is among the hardest genres to develop in a limited time, and you've done a fantastic job! Both the action and tactical controls feel smooth, and offer all of the right options. Something to consider is perhaps designing the levels in ways where players need to make use of both modes to progress, maybe with obstacles that only slicers can clear, tunnels that are only narrow enough for workers to enter, or timed objectives that need for you to be in two places at once. The pupation mechanic feels like an extra timer and could be tied to something like experience to add a bit of attachment to long-serving units. I like the art, the unit sprites are really nice, more sexual stuff in that sort of small sprite style may look neat. The portraits, cutscenes and illustration add some nice close-ups. The characters and story are interesting, there's lots of worldbuilding stuff happening in every conversation. An option to click through the cutscene text could let players set their own pace for them. A fun and very mechanically impressive demo!