The interface is still very laggy for me, even after 3.0.3 update. Why not get rid of the "cycles" altogether - just have everything be a straight /second? Then you won't have to keep track of when each resource's cycle start is.
I will try to improve the performance further with the next updates. Removing the cycles probably means that everything needs to be updated, increased, sold etc. every frame, which means up to 50 times per second instead of just once every few seconds.
Pretty good game. Definitely gets slow at times. A stats screen would be really nice: how much bonuses I have; how much each worker contributes to my earnings; etc.
I really wish you could continue the level after completing one of the missions. At the very least, make it so you don't auto-exit after accidentally pulling the handle in front of an empty cage!
XP should carry over when you level up. For example, if I need 300 xp to get to the next level, and then get 1000 xp from killing something, I should have 700 xp already in the next level (instead of zero). It would really make a difference at the low levels (like right after rebirth).
Seems a bit buggy. Sometimes pointing at an atom does not trigger the check/x, and then I cannot click on it. Only fix seems to be restarting the level until I get lucky.
I like to think of the deficit as how much my weapons are "starving" for ammunition. (Depends on the situation, but I usually toggle the construction off if I've got a deficit running.) Guns without bullets are useless!
It would be nice if, after you run out of moves, you can see a map of the area, where you went, and where the you needed to be to finish the quest. I have a feeling I'm just wandering around in circles mostly..
The click order is annoyingly inconsistent. Most of the time the first click is a line, and the second an 'x'. But when it would be illegal to put a line there (because it would be the third line touching a dot) the first click puts an 'x'. I suppose this is trying to be helpful, but it goes against the habit of clicking twice when you want an 'x'.
You could also make a second mode with essentially the reverse problem: The people are fixed, and the player has to put a (limited number) of tiles to make the melody.
I will try to improve the performance further with the next updates. Removing the cycles probably means that everything needs to be updated, increased, sold etc. every frame, which means up to 50 times per second instead of just once every few seconds.