Hello ! Sorry for rating your entry so late but hey here we are!
So I may have a critical bug but after several restarts and fiddling with volume sliders I'm still getting no sound, which is a shame because I see a lot of visual feedback so I assume there's some cool music and SFX I'm missing :( I will try to take that in mind.
So right off the bat I saw the main menu UI and was like "wow!". It felt like a professional game, with so many options to change the colors, volume... load and save functions, etc.
And then I stumbled upon empty menus, and played a little bit to find lots of placeholder text and buttons. And that's where it fell short and I was projected back to the reality of what is possible in a 72h jam.
To me this very complete UI says a lot about your ambitions, and I'm curious to know if you thought you could do it all before the jam deadline or if you were only laying down the foundations to build a real game... which you should!
For the jam version however, your focus should not be on getting every UI menu and functionality done. It's not only taking away hours of tweaking from your main effort of making a basic fun gameplay, it's also hindering the prototyping process: you want to experiment with different formats, and keep only what's working and what's actually fun. Then add to it only when necessary, cut off a feature that doesn't work without worrying about redesigning an entire layout yet. Instead, you lay down an extensive list of functionalities and then focus on quantity rather than quality. You could theoretically have both, but usually that's not how things turn out, and especially in such a short time frame. For me this is very reminiscent of the waterfall development method versus a more agile solution. It seems like you stuck to a plan but that plan was a bit too ambitious. You can always change the plan, that is important to remember. And it's easier to change if you haven't put hours into it and you are still open to change (e.g. a fresh idea is easier to discard than one that you have identified with).
How I would have approach the development of this is to focus solely on the section where you make a band and make songs with it. These loops have to be super tight and feel polished before I even think about adding a main menu. Even in a UI-centric tycoon game.
This is my main feedback and I'm going to leave it at that. I think I made my point. I think you guys should really keep working on this prototype because it's a really cool concept. But even if you have a larger time frame (even years), please look up agile development concepts because even on these scales plans need to be changed and features need to be cut and focus should always be on the core content.
I hope this helps. Let me know what you think about it and if you're going to take the idea further.
Hope to see you at the next jam! Take care!