Thanks for the feedback, I'll poke around the quit out method to see if I can find that bug.
As far as the hook goes I agree, I've been considering that advancing early relied a bit too much on the direct hit mechanic.
I didn't realize that was the case till I got some friends and family to play test and realized that people may go multiple rounds early on without getting a single point much less consecutive direct hits.
I'm thinking of adding a mechanic to make the last reactor drop each round spawn extra splatters, this way people starting out get a little extra help (and dopamine) but it doesn't accelerate the game-play loop too much.