7/10, excellent game prototype. I look forwards to where this heads, it could easily become 9/10 with more polish.
Color choices, UI design, game mechanics, are well done. Would recommend a less-bright off-white so that some boxes/icons aren't too harsh on the eyes, OR surrounding them in a gray box to lighten the contrast of near-black with white.
Overall very fun, and scaling's decently balanced. Lack of a passive income upgrade is very mildly annoying (it'd be nice as a simple way to resolve softlocks where the base gets instakilled so you can't even farm materials). Perhaps always generate 0.1% of max storage of each material?
Lack of minor QoL is probably due to how new the game is. Assuming that is all fleshed out, then this game is worth a 9/10 imho.
Feedback:
Adding anti-aliasing to a game with graphics like this would be great.
Factories need to automatically bounce apart when colliding with the base or other factories, so their menus don't become inaccessible.
Add map-scrolling, either via minimap click/drag, arrow keys, or right-click-drag (or all 3, toggleable in settings, etc.)
Be able to reset or undo upgrades (i.e. by selling a factory, so I can replace it with a new one without upgrades that are weaker in endgame, like factory-health, or unit-range).
I personally dislike the choice of pentagon units, there's aliasing issues from the awkward angles especially when the unit turns. I'd personally use circles, and perhaps change the bases into hexagons, since the bases never rotate (so they will always look okay).
Button click feedback (darkening + impressing) is subtle and nice.