Fun little game! Here is a long rambling post of minor stuff with no high-level feedback.
A couple bugs:
1. The power building doesn't release workers when you click minus or destroy it, so eventually it says you have 0 peons and none of them can do anything.
2. If you interrupt a peon repeatedly, or the catapult sends stuff near the pit, it just sits there and no one picks it up. (can be fixed with bulldozer, etc).
3. When you click + or - on the number of workers, there's a UI bug where sometimes it selects a neighboring building
4. In "Training", after level 1 the text overflows and you can't read the requirement.
5. Rarely, a rock can fall through the ground from the clouds
6. Not all output/throw upgrades work for all buildings. Don't remember which ones, sorry. Also some buildings don't have the option
7. Peons can sometimes end up standing in place. If you move them, the "peons at a desk job" counter goes down and they can do something again.
8. For some reasons peons sometimes just charge straight into the hole. Don't fix this, it's hilarious.
9. The first time I put down a power building, the stability drained REALLY fast (like 4x other buildings). Only the first time.
10. When Power is destroyed, the little power icons don't immediately go away under neighboring spaces.
Some other nits which aren't really bugs:
- Building unlock scaling is much slower than earthquakes, so you end up with leftover blue tokens. I'd make buildings wear out faster (but return more resources when they're destroyed).
-More than one training tier, please!
-There's not too much point to houses after the beginning. If rest helps, I don't know how, you can't get it to stop pooping trash, and once you have peons, they don't disappear without houses.
-I'd recommend hiding anything that isn't available yet, instead of writing "not implemented".
-In Research, it would be good to hide (or move the the bottom) completed research
-I'm really reluctant to build new things or upgrade near the earthquake. What if it just reduced a lot of stability, instead of destroying stuff? Or probably better, what if when a building was destroyed, you got all the resources back? (just as garbage)
-The middle game is pretty boring, not much new to do
-The first time the pit fills up, it's not very obvious what to do. Maybe give all the peons a thinking bubble so you know why they stopped? It was especially confusing to me that the guy carrying the orange thingy stopped, because I didn't know what it was yet, and he was moving so slow to start.
-Clouds are a bit pointless. By the time I realized I could click them, they were worth nothing.
-Needs more sounds!
-Make the cooldowns for everything more different. Some buildings should wear out faster, the bulldozer and clones should take different lengths of time, etc.
-Generally, the game make my CPU fan turn on, better performance would be nice to not kill my battery.
-The catapult pipe shouldn't need another worker
Oh PS I unlocked everything except Drone and Balloon (and I think I never bought a machine gun)
This is a really good quality list! A lot to think about.
"catapult pipe shouldn't need another worker": I was thinking of this one, I thought the pipe was a strong upgrade and needed a downside.
"I'm really reluctant to build new things or upgrade near the earthquake": The first idea behind it was to have some sort of 'prestige' that a lot of incremental games have. At the same time, building getting destroyed might be annoying for some.
The problem isn't really that stuff getting destroyed is annoying. Imagine a big banner that says "in 5 minutes, you will level up and everything will be destroyed".
The problem is that those 5 minutes are now boring, there's nothing to do in them. (If you reset $ too, I might spend it but the minutes are still pretty boring)