Neat game!
I did have a little trouble getting into the game. In particular, I started by looking at all the buildings, such as the bench, which I learned gave me extra actions. But I couldn't figure out what number actually represented my number of actions. I considered that it might be the hand symbol, but I figured that couldn't be right, because the repair button for the home base was available and there were 0 hands available, so if I really had 0 actions I shouldn't be able to repair the home base.
I ultimately thought maybe the tutorial had said how many actions there were, and so I immediately refreshed the game to do the tutorial again. But nope... no mention of the number of actions.
I finally figured out that every repair option except for the home base required 1 hand, and so clearly I would have to repair the home base before doing anything else. The game is adamant enough about this that I think players will be forced to eventually figure this out. But it did take me longer than I think is necessary.
One thing that I think would help is just adding a hover-over effect that showed the name of each resource. This would also make it slightly easier to understand what each building does, as then you could just look at which resource it claimed to produce -- although from reading other comments, it sounds like there is a way to see what the building does in the UI before buying it, which I did not figure out when I played.
The other thing I want to mention is I feel like there were not very many malfunctions in my playthrough. Maybe 2 or 3 buildings broke while I was still using them, but ultimately this was not really a problem and I just breezed through most of the game. (For what it's worth: my final score was 36).
That said, there was an interesting moment early on where I got pretty low on fish because the greenhouse immediately broke. It actually seemed like I would never be able to stockpile fish, because I only had 2 left, it would take 3 to upgrade the greenhouse, and my fish/day was 0 ... but eventually I was able to locate the fishing building as well.
This does mean that the screen-scrolling provides at least one meaningful gameplay element: some sort of exploration. I literally thought I might be fish-soft-locked (?) because the greenhouse broke, but there was a sense of discovery when I located the fishing hole.
One other thing I wanted to mention that I appreciated was the sense of story cohesion in all the buildings. My gameplay experience was broadly: Hmm, I need X resource. What building sounded like it might produce X resource? And then I would repair/upgrade that building, and I was almost always right about which resources it produced. The way that the buildings are drawn and named makes it very intuitive to figure out what resources they produce, and this is a super cool property. It makes it easy to get into the flow of generating the correct resources.
I also think that, due to the relatively small number of malfunctions I experienced, the game feels like it invites optimization. And this makes a lot of sense, because there is a high score. I think the game does a good job of driving the player to potentially trying to leave as quickly as possible, and that fits very well with the story.
Overall, this game made solid use of the theme and created a compelling and intuitive gameplay loop. Good job!
EDIT: One last note, I thought the open/close building sound, and maybe some of the other sounds, were a bit loud compared to the music. I ended up turning the game down just because of how loud the close building sound was, but that made the music pretty hard to hear.