Addressing your points in turn, skipping where there's nothing to say.
1) Encounters are random. That's part of the challenge. This game is already easy enough without begging for it to be made easier, particularly not when you can avoid the problem through good gameplay. You aren't forced to complete a regular adventure on the turn before midnight; you can visit the shop, or if there's an Outer World open you can seal it. If you don't complete an ordinary adventure, you can't get a Midnight location. It's called "strategy".
2) You can skip the game start and end movies by tapping the screen.
4) The advantage of Outer Worlds is that they all give at least one Elder Sign. This is readily learned by playing the game and looking at the encounters instead of mashing the hotspots as fast as possible to get to the end.
The difference between the green, yellow and red glyphs should really be explained, though, as this is not so easily observed. In summary: the green glyph can give 1, 2 or 3 Investigation marks, Terror, Lore or Peril. The yellow glyph is the same as the green except Terror is replaced with 4 Investigation, and the red is the same as the yellow except 1 Investigation is replaced with a wild card.
5) You can figure out what the footprint is by playing, gun and book are the same as in AH. That leaves the dagger as a Unique Item. In symbols, everything is displayed as its icon anyway and Terror effects are all marked with the Terror icon to show that they're there.
6) If you think letting Darrell generate double-Lore wouldn't be game-imbalancing, then you have no business holding forth on this subject. Nor have you realised just how good adding one to an Investigation glyph is when you can do it every time you conjure. Wherever you have multiple Investigation tasks, it's worth a full extra glyph. (You'll also know what Sister Mary's power is worth the first time you get Did You Hear That? and a Fire Vampire out at the same time.)
7) It must really suck to be an iOS user, then, because the Android version won't let you use a card that will have no effect. If you're talking about trying to use a Tommy Gun when yellow or red are locked and losing half the benefit, well, tough - don't blame the game for your carelessness.
8) There is already a Fail Adventure button. Click on the title of the adventure at the top.
9 and 10) We all have our sob stories about the day the dice hated us and most of them are worse than yours. My personal harshest beat was rolling 25 green with Joe trying for a single Lore and whiffing. You are complaining that random dice rolls are random, and asking for a button to push that will make you automatically win the game. If you can't take losing, then don't play.
Oh, and since you asked: winning two out of seven is very poor. I lost my first game because I had no clue what to do, but after that I'd learned how the game worked and won my next six. Once you know what you're doing you should probably win at least four times from five.
Overall, I love the game. It's like a single-player, one-hour Arhkham Horror game. But there are some tweaks to make it a little less painful to play - I'm really not looking forward to ragequitting and throwing the iToy across the room.
1) Prevent midnight locations from popping up when you have no chance to go to them before midnight (aka you close a location, a new Midnight location pops up, and it immediately becomes midnight). Amazingly frustrating since you've had NO chance to do anything with it. If I fail the test then that's my problem, but not being able to even try before I get penalized really sucks.
2) Allow us to skip the intro movies. Make it a switch in settings.
3) Gamecenter integration. I'd also love to know how other people are doing. ("X won in Y Turns with Z Doom tokens remaining!")
4) Make it obvious in the tutorial what the advantage of Outer Worlds is - I'm still not sure. More Elder Signs, maybe? What's the difference between Green/Yellow/Red glyphs?
5) A legend for things would be nice. Gun is common - I know that from Arkham Horror. Terror is the monster, and peril is the Skull (or maybe vice versa). But the others I'm still not sure about, and I've played AH!
6) Power rebalancing - some of the powers are considerably more butch than the others. The student, who I dislike in AH, is one of the most powerful characters here. But I'm not too sure of the use of Sister Mary's power (treat locked glyphs as unlocked? What's that gain me?), and Darrell's power may old add one to a CLUE, not to any glyph - not terribly useful. Make it turn one lore into 2, or 1 clue into 3 (or 4), and that seems a bit more balanced. And an investigator who gets an extra Red+Orange wouldn't be disliked, since there's one in AH itself, analogous to Gloria in Outer Worlds.
7) I, more than once, have wasted a card trying to gain a yellow/red, when I can't have it, due to locks or whatnot..
8) If I've already lost, don't string it out. If I need 3 glyphs, have no way to gain more, and have to sacrifice one, I'VE LOST. End it. Don't make me keep sacrificing glyphs. That's pointeless and frustrating.
9) Difficulty level. I'm already sick of rolling 10 glyphs needing (and failing to get) one single success. Give me a difficulty option, if only so that after losing 4 games in a row I can remember that it's possible to win.
10) Is the Glyph roller really random? See number 9. I do two of the 3 immediately, then wind up using 3 rerolls on 4 dice to get one miserable success - and failing.
11) Some sort of "news" button. "We're working on adding DLC".
12) DLC. Different/new/other card effects.
13) ADVERTISE - I bought/play AH, have bought expansions, so I'm the target audience. But I found out via a review site - so I'm glad I went on that day.
I think so far I've played 7 games and won 2. How'm I doing?