I absolutely loved the Mars setting and this unusual genre combination felt really refreshing and unique. The art style and sounds caught me from the beginning. I had to give it a few tries to understand it, but once I managed to balance the rhythm timing and building at the same time, I was able to survive at least one storm. From there, I was completely hooked on the idea and wanted to see more of it! :D
Other comments already mentioned some things that could be improved, so I want to focus more on ideas of how I could imagine solving some of these problems.
The city building reminded me a bit of the board game Underwater Cities, where you build engines that generate resources, similar to your game, and have production phases after certain actions and rounds.
Maybe you could split resource collection and building into separate phases or add a pause. During the building phase you could take your time to plan your base layout, think about missing resources and plan the rhythm of resource production after adding new buildings. During the collection phase you could decide which resources to prioritize instead of having to collect everything at once, maybe with an extra challenge like hitting a sequence to gather them. This phase could also scale with more workers, with the idea that each worker visits facilities once a day to gather resources.
Events like storms could be added to the rhythm phase, where you actively defend against hazards by hitting the right rhythms. This could make collecting more challenging because you want to minimize damage to your buildings. An upgrade system could also add another layer, for example improving buildings or rewarding better rhythm sequences.
I was way too invested in this one, and I'd really love to see it develop into a finished game! I enjoyed it a lot. Great work everyone! :D