I think it's a really cool concept to simulate nature's way to have autonomous drones behave somewhat organized. There might be a lot more potential in that. I actually had good fun playing this. Too bad there's no real ending (yet). ATM it's a proof of concept of a game with real potential.
Here's some possible tweaks:
As the little ones get faster the pheromone tracks work less good, probably because of the growing distance between the stripes they create. The rithm with which they deposit pheromones sometimes causes the last stripes to be too far from the tunnel. Some randomness could fix that.
Maybe the interval or the persistence of the tracks should be raised in relation to their speed, or maybe let the player use a slider to tweak its properties.
Another possibility is to release stronger tracks if the food source is larger.
Another possible addition may be to have the last returning worker pick up and return an invisible "nope" resource while leaving negative / erasing pheromones if no resources were found.
A little bug: Corpses sometimes start to fade before they're harvested. Later on the workers harvest from an invisible corpse.
A more natural feel when exiting a hunting level would be to call all units back to the tunnel. That way no resources are left behind.
I understand the idle game concept of exponentially growing prices & revenue and for the swarm size it makes complete sense, but the growing upgrade prices combined with the enormous amount of food that come from a dead wasp feels a bit forced and results in hours of waiting till the little buggers cleaned everything up.