Good game idea taken from Motherload(or its inspiration), but implementation is weak:
1) "progress curve" is imbalanced at the "red" and "plasma" resource availability (replaced values in-memory when plasma was needed for upgrade cos was bored!)
2) performance significantly drops right before lava appear on the green planet (timing, not reason)
3) mouse movements during the "dig" creates significant lag
4) no "restart" button while in game (disturbs while doing achievements mostly) need to stop current game while keeping the result.
5) "no barriers" - radar warm-up at the beginning does not allow avoid obstacles (spawn-fail achievements)
6) "no barriers" - tiles cover each other, can get a hit from a hidden object
7) why "s" does boost? Suggestion: make "s" slow down or do nothing
(whining warning) Motherload had tiles aka distructable environment that persisted between runs, which was 80% of fun for the game. Without it the game is just another vertical scroller - very sad.
"Empower" rune can be exploited to get ridiculous amount of power. Just use it with a fixed aoe (hp-gen) cloud spell and then consume the coud to get power. Next cloud generation will be stronger and the duration of empower will increase.
Spent a day searching for an exploit ingame - "one does not simply balance a complex rules logic")