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I played your game and I really enjoyed the experience. The gameplay loop is simple but very satisfying. The idea of managing your workers, upgrading your equipment, increasing your speed and damage, and slowly progressing through new areas creates a very addictive progression system.

The strongest part of the game is how satisfying the upgrades feel. Every purchase feels meaningful because you can immediately see the difference in your production speed and power. The feeling of growing from basic workers to stronger equipment gives a really nice sense of progression.

I also liked how responsive the game feels. The clicks register very well, the animations are nice, and I didn't encounter any bugs or glitches during my playthrough. The game has that simple but addictive feeling that makes you want to keep playing and see the next upgrade.

There are some small things that could be improved. Some upgrades and mechanics were not always clear at first, and I sometimes wasn't sure what certain options or items were doing. Adding a bit more explanation or tooltips for new mechanics could make the experience smoother for new players.

Overall, I think the game has a really fun and addictive gameplay loop. It is easy to understand but still gives you the motivation to keep upgrading and progressing. With some additional polish and more content, I think this could become a very enjoyable game.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

good luck with the development!

Thank you so much for taking the time to play and write all of this, it honestly means a lot. Reading that the loop felt satisfying and that the upgrades felt impactful is exactly what I was aiming for, so I'm really glad it landed.

The clarity issue is something I want to fix, so if you don't mind me asking: which upgrades or mechanics were the confusing ones? Was it more about not knowing what a specific upgrade actually does numerically, or more about not understanding when/why you should buy it? And were there any items or menus in particular where you weren't sure what you were looking at? Any detail helps, even a rough "I had no idea what X was for", since I'm already planning to add tooltips and better descriptions in the next update and I'd rather prioritize the parts that actually confused real players.

And thanks for sharing ZAR, I'm definitely going to check it out and leave you my feedback once I've played it. Best of luck with the project, hope it goes great for you guys!