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(+6)

The concept is great, but the execution is... lacking.

The timescale and upgrade tree are both set up such that the strategy of what to cut when, which is supposed to be the core of the game, quickly becomes irrelevant because all that matters is clicking on every pixel as fast as you can. The interface gives you very little information at a glance; if you stop to read the popups for each section that would give you more data to make decisions with, but if you take the time to read anything you're already too slow. The random events and special conditions are supposed to add complications, but in practice the player has no way to respond to them, so you just do the same thing as always as fast as you can. I still have no idea what vent crews or cleanup crews do; I just bought them because I had spare money. And the hitboxes are all over the place, very little correlation with what the monster looks like. 

Overall, it feels like there wasn't a single aspect of this game that was actually designed by a human. Or even reviewed by a human.

Thanks for taking the time to write this up, and sorry it sat a few days without an answer. That's a fair read. If clicking fast beats choosing what to cut, the cutting order stops being the game, and information you can only read by falling behind isn't really there for you. The same goes for events you have no way to respond to. We've recorded this as design feedback for the next version: slower pacing or a pause to read, and events that give you a real choice.