Thank you for such a thoughtful and constructive comment!
You raise some very good points. My intention with Space Race was never to create a highly detailed simulation of every aspect of the space program, but rather to give players the experience of managing a national space program during the Cold War. Research, engineering, finances, personnel, and missions are interconnected because I wanted players to face the same kinds of competing priorities that shaped the historical space race. Of course, the challenge is making these systems meaningful without making each one unnecessarily complicated.
I completely agree about the differences between the American and Soviet programs. They were certainly not equivalent in their organization, resources, or political circumstances. At this stage, I've simplified some of these differences for gameplay purposes, but I would like to introduce more historical asymmetry in future versions. The challenge, as you correctly pointed out, is representing historical difficulties without turning them into frustrating mechanics.
Regarding the balance between simulation and game, I think this is probably the central challenge of the project. I want historical authenticity to influence strategic decisions, but I also want players to have fun and feel that their decisions matter. Sometimes that means sacrificing a little realism.
Your suggestions about the tutorial and advisors are particularly interesting. The current manual is admittedly quite extensive, and a more gradual introduction to the mechanics would certainly make the game more accessible. An advisor system also fits the theme very well, especially considering the importance of scientists, engineers, and political officials in the actual space programs.
Space Race is still evolving, and feedback like yours is extremely valuable in deciding where to take it next. Thank you again for taking the time to play and share such detailed observations!