Thank you for the incredibly detailed feedback!
I did intend to build the tutorial to be fully interactive and chunk the game up, but ran out of time. I agree it is definitely too dense and wordy in its current iteration.
Good catch on Profit vs Revenue, I changed around the labels, and it looks like I never corrected that! I also have Demand listed twice, even though one should be Loyalty. Do you have other examples of where the information is incorrect? The economics are admittedly very rudimentary and gamey (production increasing demand doesn't make much sense, but it is a way to reward players for completing research), and rely too much on random numbers, but I might be able to make some minor tweaks if there are big issues.
As for the previous quarters starting at 40ish, that's a good point. I just have it generate numbers around 50, I honestly didn't think anyone would pay much attention to the information from before their start! I could bring that more in line with the player's likely first quarter!
It is intentional that you can win by just Submitting Quarter repeatedly. Since this was made as part of the Fuck Capitalism Jam, I've tried to stick to that theme (potentially to my own detriment), so I actually tweaked numbers until you could win by default (basically making a joke about CEO being unnecessary). I probably should've added something to call the players out for doing it!
For the story elements, that was actually in the original plan, but got overlooked along the way unfortunately.
I think you bring up a really interesting point that I haven't seen yet, I may have made something that's neither realistic nor fantastical enough, and put the game in a kind of weird limbo! If I ever dig back into it, I'm definitely taking a good chunk of your feedback in with me!