As you said, this game has just been released so there isn’t much, but it does very much feel like a demo, an unfinished project. If you want this game to have a shot at becoming popular, you’ll need to add a fair few things:
Progression:
Re-balancing to make progression quick initially. Getting the first luck boost takes far too long.
Add an orb index (showing all orbs that you have touched at least once and all that you have yet to find), which saves across sessions.
Some sort of long-term goal that will keep players coming back to try to obtain. Abilities? Permanent character boosts? Up to you, but there should be something.
Don’t (ghost) cap the luck collected by running through orbs at 350. You can make it more difficult to increase luck the higher it is, but there should not be a cap.
Add more (unique) orbs! I played for a while and only got to “Irregular” worth $5. Not sure if there is more after that, but I played for a while and didn’t find any (see the slow progression point).
Clarity:
Add the value of each orb to its BillBoardGUI, so that it is clear how much money you will earn when touching it.
Add Labels to the Numbers displayed at the bottom of the screen. It look me about 5 minutes to realise that the green number was luck.
Make it clearer what the boosts are actually doing. How much is the “rate” increasing by. Is a rate of 7 7/s? Same this with the capacity, what is the capacity. How much is luck being increased? This should all be displayed in the upgrade boards.