"...spend money on a second life"
Yeah, something like that. It just seems a little unfortunate to lose the larger game on a single failed minigame, especial when luck can be involved.
"...copy-pasted the Game Over menu"
I thought that might be the case, not the biggest issue of course, just a quirk.
"...issue in the tutorial"
There was a prompt telling me to start the minigame, but when I clicked the take action button, the prompt stayed on the screen on top of the minigame window and no asteroids spawned (although I didn't know they were supposed to until later). I couldn't figure out how to make either go away so I just reloaded and jumped to the main game. Not sure if it was unlucky timing or something else.
"Minigames that matched the hazards"
Yeah that would have been a lot to do on a deadline, more wishful thinking on my part than good jam strategy.
"...more strategic depth."
Currently the macroscopic portion of the game is sort of linear: buy income which lets you buy research which lets you buy defense. The major decision point is when to flip the switch from buying income to buying research.
To make it a little less one dimensional, research could unlock different upgrades which are bought with money. Money could be spent on other types of improvements. Maybe early warning of what the next disaster will be, more nimble dinos for the dodging section, bonuses which affect research and income globally. Really anything that allows your purchases to interact with other parts of the game (and with each other) and gives the player more decisions to make that feel impactful. There's a ton of design space. (I realize complicated systems aren't necessarily for jams. Again, more of a thought of how the game could have been improved in a vacuum)
And a big congratulations on getting everything you hoped into the game in time. Always an achievement.