Reminds me of FWG Evolution :)
I'm excited to see how it grows!
if you can't make it line up properly with what's on screen, consider making it just reward the player for doing anything at all, and setting the duration of each level manually. A couple times the sonnet finished and the game just left me on an empty screen where the score ticker counted down seemingly for no reason.
Really cool experience! I managed to get the final fish to say the fish are becoming quite fond of me, not sure if there's still a fish that I've missed. The texture of the skybox and textures really makes it feel like a living photo in a marina pub.
When playing in browser without full screen, I was getting a constant camera drift to the right. in full screen, the game stays in a tiny letterbox.
it runs, but I can't manage to intentionally score any points in the game. I think the native version is running faster than web? The music is also at a noticeably different pitch...
Really cool game though, I think I accidentally got the end cutscene through the level select, and every part of this thing is highly stimulating. Great work!
Tried running this in a fedora VM, it made the sound of a single string plucking and then crashed.
Error:
/root: The caller thread can't call the function `propagate_notification()` on this node. Use `call_deferred()` or `call_deferred_thread_group()` instead. at: propagate_notification (scene/main/node.cpp:2597)
Cool game!
The window seemed kind of shrunk? might be a thing on my end because I have weird scaling settings set in windows but I had trouble reading the building prices. I'm also not sure if I finished the game or not, I didn't notice any win message but the age progress bar went away. I also found it annoying trying to place buildings and being unable to tell why it wouldn't work. Having the preview image turn red when overlapping another building could help with that. 
Great work, I love the setting! The range limit isn't fun, especially since there's no way to tell if an enemy is out of your range or not. The game would benefit greatly from better telegraphed projectile paths, maybe a linerenderer that fades out quickly after each shot so you can know where it went. if you want to make weapons ineffective at long ranges, inaccuracy would probably be a more interesting approach.
Hi! I've worked with unity's wheel collider in the past, so I've learned a few things: