Thanks for playing the game! I really appreciate it, and your message.
An option to skip or speed up the "zoom in" effect and the eating.
Currently, if you hold down the mouse button during the End Turn Process, it speeds up. I should probably replace the "End Turn" button with "Speed Up" or something.
A way to select a desired card from the bottom row piles (e.g. an easier way to get an apple from the food pile)
If you do a single tap on the food pile, it will switch to a different food type, cycling through until it gets back to the first. I'll need to think of a better way to indicate this.
From a balancing point, I'd wish the research was something that would persist between runs
I'd love to do this, and have been racking my brain, trying to think of how best to add in a rouge-like feature, such as this. The problem I've found during testing is that it takes away the mystery from the discovery. Learn it once, and you have it forever! Seems a bit too easy. Perhaps I can have this feature enabled only on the Easy difficulty?
I plan on creating a wiki once all the cards are finalised, but still, if a better idea comes along, I'd rather do that :)
Originally the game was super hardcore, and for a while I refused to include a recipe book at all XD
Researching the hut only allowed me to see "worker" and "tools" as the recipe
The research will only unlock things that you are currently aware of. Taking the hut as an example, it requires 1x Worker, 2x Logs, 2x Planks and Tools. To get logs you need a forest. Once you get your first log or plank, the researched recipe will update to reflect those items.
Originally, the game did work the way you suggest, showing the entire recipe, but it didn't feel right for the player to be told they will need items that they don't currently know how to create. I love games that encourage the player to think about what they're missing, followed by that endorphin release once they succeed, rather than the game telling them exactly what to do.
Getting a quarry seems very strange
That's one of the side-effects of the game having random elements. The Quarry is typically the card I will try to get first, as it's a great source of stone. However, I understand how it's entirely possible to simply not find rocks when foraging.
Typically, I tend to build improved tools to reduce the amount of time spent locating Rock. So, for example, combining Stick, Stone and String create a stronger tool with 12 uses.
I will, however, take your feedback on board and increase the likelihood of finding Rock if the player is yet to own a Quarry.
Thanks for the feedback, I really do appreciate it! I'll be adding the name Ravery to the list of settler names next build ;)