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(+2)

One more suggestion: At the moment, rubies feel like a deliberate waste of my time - they reward sheer time spent, not progression. This would be helped by increasing the prices of things, then making the 1 minute mark give you 1 ruby, 2 minutes 2 rubies, etc. - then there would be a point in skipping time. At the moment, skipping the first minute punishes you by missing out on a significant fraction of the ruby haul per level. But that minute is just such a frustrating waste of my life. It doesn't improve enjoyment to force players to watch the game play out more when there's no challenge.

(+2)

Thanks for the feedback!  Part of that (I think) is a result of a demo (for instance, you gain rubies much faster in the later stages, and there are tons of other ways to get rubies in the full version). But agreed - I might have to look into more user interaction!