One of the bikes should be an exact replica of the last generation's winning bike. That way it would be impossible to get a worse result than the previous round.
When you change worlds, the description of costs doesn't revert. So, for example, the text says I need 16 billion food (or whatever) to but a queen, although it will let me buy one at 1,000 food (or whatever). So it's just the text that's wrong. It then reverts to the correct amount once you make your first purchase of that unit.
In WEALTH, the upgrade Sector Wide Brand Portfolio says it needs 4x the previous upgrade. I have 10 of them and only 1 SWBP but it says Insufficient etc etc etc. I think you might have your values set incorrectly.
Balance is off. Too many low level jobs, you can just skip over most of them. Higher level jobs pay off too much. So, for example, making your first million my take a while, but once you have it you can buy a job that costs a million and you'll make your next million in a matter of seconds. Then you just wait a couple of minutes for your first billion, and step up from there. The only jobs that take any time to earn are the top tier on the final screen (idle player and up).
Too many novelty levels, not enough actual challenge. The actually challenging levels (like 29) seem to be more matter of luck than anything else. Funny, but some real and logical challenge in the level design would improve it.
I once made a game called 'Grinder McGrinderson, Master Grinder'. It was about an apprentice grinder who grinds his grindwheel in an endless grind to become a master grinder, the grindiest grindmaster of all time. It was almost as grindy as this game.
Good fun, although one gripe is that the 'infinite jumps' powerup is something of a gamebreaker. The first time I played Episode 3 I won it, because I got that powerup as a bonus in a container from the previous mission.
It makes both of them attack everything in their range.