This is the most ambitious thing I've tested in the jam. A logistics tycoon with BUILD / ROAD / RAIL / SHIP / ERASE, a DEMANDS panel, pause, money, score and a meteor impact timer running down. That's Transport Tycoon compressed into seven minutes, which is an absurd scope for a jam.
The production chains are real, not decoration. The help panel lists Grain + Fresh Water = Provisions, Medicinal Plants + Fresh Water = Medical Supplies, Wood + Iron Ore = Construction Materials and so on, each with a tier and a value, with advanced goods worth more points. And having a help button always visible at the top that opens exactly the table you need to consult is an excellent design decision. The pixel art island map with proper names like VERDANT REACH and EMBER ISLE over the light blue sea is pretty and well organised. Putting a meteor timer on a normally calm genre is a clever way to fit "high score chaser" into a tycoon.
Where I struggled. It's too complex for the time it gives you. Seven minutes to learn production chains, transport types and an economy is very tight, and I spent half of mine just reading the help panel. I also couldn't build anything. I tried dragging a road between two buildings and nothing happened, and it wasn't clear whether I needed to click tile by tile, whether I lacked money, or whether the terrain was unsuitable. The buildings and labels on the map are also tiny at the window resolution, I couldn't read a single factory name.
A guided first 30 seconds ("click here, now here") would fix most of that, and with the help panel you already have it would be easy to add. If you keep working on this after the jam with a longer timer and a tutorial it becomes a real game. It's the one I most wanted to come back to.