Hi there
So, wanted to give you some feedback on the game.
So, first thing was I was expecting less polished graphics. They actually look quite nice and crisp, and I found the different species / planets as well the different groups of graphics they had quite a nice touch of variety.
Another thing that kind of struck me was the ramping up curve - seemed quite ponderous, but I saw a setting which I think makes it faster, just didnt try it out.
Then, well... it really got that on more turn feeling going on, which meant I quickly noticed the lack of autosave. Not that the game crashed often, and never reproducealy that I noticed... the occasion I remember better I was playing around with starting settings and kind of forgot to save - and the starting position was so nice :(
Now, I'd suggest you consider some UI improvements, to help players notice some of the nuances of the game. Bear in mind I was not familiar with the original game you "ported". And it's been a long while I played anything in the genre, but I dabbled with Stars back in the day, so complexity per se is not a turnoff.
So first thing that was hard to notice, the material requirements to build structures. Some things couldn't be built and it took me a while to notice where the materials needed were written. And I had kind of guessed that materials were probly the reason, found trade routes to mitigate. I think color coding the requirements met or unmet in green / red font would likely help... or something of that sort cos I assume tooltips are kind of impossible due the touch interface...
Another thing that then struck me was that if I wanted to see which system would have higher bonus on a certain material I needed to calculate in my head. Needless to say this was a somewhat OCD desire to have the matter teleporters, or whatever they are called, in the very best system :) What I mean is that the systems view does list which planets have what material, say Deuterium, on top of the symbols that I assume are for particularly good planets with specific production bonuses. It actually takes building the mine, and then checking total prod, divide by number of mines, to see exactly how a system is more or less productive - and take into consideration the tech level whihc might be different between systems. I assume a simple number can be added in the production screen, changing based on planets aleady colonized in the system even.
Another example of UI lacking to me was knowing which planets one will be able to build solar panels, or other specific tech. I assume planet type determines that, but not sure if there's some randomness, etc...
Now the biggest black holes though were combat and espionage. Maybe other player species will be less opaque, but other than the percentage of success that appears on the map is there anything else to help make attack decisions? My very first game I had some hostile "NPC" planets nearby and I tried to invade them but just kept getting blown to bits without any idea how close I was in numbers to even having a chance. Here I don't even have specific ideas... anything more would be better than now. So I even wonder if I missed something...
Anyway, overall it seems like a nicely intricate 4X system. Not sure about AI and endgame, but it more than met expectations. I think some kind of tutorial rampup or in game reference would do wonders for acessibility, and I certanly wish you the best with it, and lots of visibility. As an idea, if you're brave enough, maybe drop a note to folks at Pockettactics or Quarter2Three or other strategically inclined websites that look at mobile.