In regards to the "getting too close", don't you only die when you actually have a collision? That seems to be a fundamentally different event to simply getting closer, and the same thing applies to actual love: Becoming very, very close to a person (romantically or otherwise) is exhilarating, but dangerous. Not because being too close inevitably means you will be hurt, which it doesn't, but because it becomes more and more likely that you will have, as it were, a "collision".
I quite like this... I had no problem with the interface of course (save for not expecting to have to read instructions outside of the game), but if you were to update it, maybe consider an instructions page or adding clickable buttons? Say, a full restart/grid/quality/mute/zoom row in the close-up view and a little zoom icon in the zoomed out view? Perhaps even make a button/key to toggle the buttons. Either that or copy the instructions text into the game. Other than that, a level editor and Kong API stuff would be nice.
If you want a theme explanation, as far as I can tell the "endurance" is in the fact that you want to make a sustainable city. Or rather, three cities.
Somebody on page two said something about not controlling his main character... I think that's intentional and what happens if you take "You"'s order off "Hero Mode".
A fairly simple blue deck I whipped up in a couple minutes beat all the challenges (adding new blue cards as I got them, basically just stuff it to the brim and avoid Reconfigure, Severed Uplink, and Nanobot Cloud) by brute force (seriously, just put up a wall or two then wail on them with the rest of your bots and they die quickly enough) ... and I can't beat the second to last mission because I can't play black worth beans, help me!
This game is better than most people think, seriously. Very original and I have not seen any glitches. 5/5. I would have given it a 4/5 if there were less people complaining, but balance is necessary.
Y'know, it deserves a badge and a sequel based off the same idea of zero-challenge. Of course, if you made a longer game with no challenge, how would you make the whole game fun?