It seems like production happens as a result of the animations, rather than the animations being coded to reflect the rate of production? Which is mostly fine, but it means that pressing the full screen button cuts your gathering speed to about 1/3rd because the bees have to fly across a wider screen. The predicted time to afford things also fluctuates wildly, presumably because it's calculated based on past performance rather than a projection of what you should be getting based on your number of bees. At the very least it should be measured over a longer time period, instead of saying you'll be done in two seconds one moment and then saying that it will never finish the next because all your workers came back at the same time and then left together.
There seems to also be a lot of "features" that are intended to keep the player staring at the screen and doing busywork, like how you need to click on the hive every 40 seconds or your production rate gets penalized? These add nothing to the game. There are no decisions involved, no direct progress as a result, it's just a chore. When designing a game you need to remember that every extra thing to do is a cost, not a benefit, and it needs to provide enough fun to justify paying that or it just makes the game worse. Telling your "AI assistant" to just add more features without considering their purpose will not improve the product.