Thanks for your feedback!
"a tutorial is super important"
I guess you are right on that. I avoided it, because it does not seem much fun to implement. I will raise the priority of it ...
"It was really frustrating when I couldnt move my construction bot"
I get your point, but I have no solution yet. Maybe it is a fundamental flaw in my concept that might be difficult to overcome. Adding direct control over units would bring me into the realm of "normal RTS", a world where I cannot compete.
"if I dont immediately and constantly invest in buggies I still feel like I am going to just lose even if that is not the case"
I think that is a similar problem as the point above: A fundamental flaw of the concept. In fact spamming buggies is a bad strategy. It just "feels" strong. The behaviour of the buggies gives enough advantage to the defender, so that defending and expanding/teching can be done. If there where a "metagame" I think no one would rush with buggies. Maybe I could ease out this problem by changing the behaviour of the AI to not only focus on buggies. (Actually I did not update the AI after adding upgrades and new units.)
"multiplayer is really tough to pull off for any indie dev"
That is true. But there is a glimpse of hope: There are multiplayer RTS on Itch that have an active player base. For instance "Tzared Online" or "Little Wargame" always have active players. But they are ranked on Itch even below my game. Which is ridiculous. So those players are clearly not coming from Itch. I think Itch has a good community to get feedback like yours ... but you will not find any players for multiplayer RTS here. So I think it makes sense to get early feedback here ... and if I every reach a point where I think the game could be fun I will move to a platform for multiplayer games.