Finished it, quite fun! I would really like to see more emphasis on the events and conditions for a longer version. I think that added a layer in the loop making my decisions feel like they matter more, both in the upgrade screen and in the real time screen of deciding which parts to chop and when.
I personally like a challenge and didn't get much of that here, didn't feel like failure was possible as long as I spent my money somewhat intelligently on saw/truck crews. I think there is a lot of room in the space here to take it from a casual incremental into a strategic and tactical clean up game if wanted. I also think you could keep it casual and get some Tower Wizard inspiration of creating "builds" and interactions if that is the design goal too.
Big creature turns into little parts and gets driven away on trucks feels good, lots to build on here and could see it stretch in a lot of ways.