Glad we got the build fixed for you! Means you're the first I review >:)
I really like the general premise, being that you're working against a clock to change an inevitable outcome with the help of our heroines and the desperate need to arm them as quickly as possible. The music is pretty catchy, and I like the map style setting!
- I'm not super sure if I was doing it correctly, but it feels like I could only unlock the first scythe for Mori (to 10%) before I started getting a huge influx of raw materials (like hundreds per second) and could spam the grindstone. I couldn't seem to unlock the other weapons for anybody once I did that! Or at least, I wasn't losing the resources and it wasn't incrementing the progress bar when clicking them.
- The UI doesn't scale down and the viewport gets cut off at lower resolutions, probably because you used absolute positioning in the canvas + UI nodes. Makes it hard to see on non-16:9 resolutions and lower than 1920x1080!
- Once the timer ran out and I naturally died due to above stuck, it felt pretty abrupt. I was hoping for an epic battle cutscene or some sort of interactable there!
- The core loop of "get raw material" -> "convert to pure material" -> "upgrade" -> automate + repeat is pretty bare here! This makes me think of like a run-based "active idle" progression, so your core hook for a player here is "rewarding progression" I think, which means you absolutely have to nail that to get an engaging experience -- think like spaceplan, which has a fulfilling progression coupled with a light narrative and smooth flow. I think you have room to add a unique mechanic too to set the experience apart from a click simulator, too! Light RPG elements maybe, maybe there's different and deeper ways to upgrade the heroines that help the player acquire more resources, maybe even a system for dialogue and various enemies to beat.
Beyond that, for a first time familiarizing yourself with Godot, I think you've done pretty good -- thank you for contributing to the jam! 🙇♂️