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Ok... seemed buggy on my setup so it never ran properly at full or partial screen (probably something about how the button clicks locate to the screen window (mine had issues with that)). But here is what I could come up with from what I could get to in the main loop screen.

The art is awesome! The theme and color pallets really well serve the mood. Youve put a lot into the tutorial section (something I should learn from). I do also see what folks mean by it being confusing, which is a bit broad, and it took me a while to figure out what could make it more specific. The screen is busy, that is fine, that matches the energy you are looking for. But with that I think it needs to be clearer what is a button and what is not. You have two primary button colors Yellow and Cyan, to code for the difference resources, so color is not a clear queue of what I can click on. You are also using both circle and rectangular buttons, which helps flag the kind of action. I think what has been hard to put a finger on is that when changing color AND shape of the buttons, it gets harder to use the UI, especially if the UI is already busy. If it were a crisp starfleet ship (boring layout) you would have more flexibility in the button colors and shapes. With a dynamic interesting layout... I think the buttons could stand to more standardized to help folks through it. 

... Those are my thoughts, I hope they are helpful to you. Wonderful game. Inspirational for what I should do next year in my 2nd jam.