There should be more balance between the screens, because by the time you can really start mining by using minebots, you are already pretty much finished with the tree. The first few minebots and "tiers" of mining should overlap alot more with the tree, so you feel like it's all working at once toward the same goal instead of "ok, finished that, lets do this"
I liked the others, but this one's dialog text was way too cryptic. I got bored reading line after line of over thought philosophical text with no real connection to the events of the game, like the rantings of a mad man. Next game I think you should focus on writing a well crafted story instead of throwing out a bunch of mystical horror cliches.
null is not a value. null is null (or nothing), but not a value. The reason to specify this is because a null string is null, but if you call it a value, then it would have to be "null". You should probably explain null in the expert section.
Between your two games, I noticed you have a very interesting style of art that makes me think everything I see belongs as an item in my inventory. This is good for the art, but sometimes bad for the flow of the game. keep that in mind.
Good game. Pixel hunts for some of the items is a little annoying. People need to stop over-analyzing the game though... "android smelling" = why not? it's the future. "number reflection" = maybe the android's optics flipped the reflection image so he could read it.
It's ok. Unfortunately the only difficulty of this game is the controls, which for a puzzle game, should not be where a dev makes the game harder. Stick to easy intuitive controls and make the puzzles themselves harder or more complicated.