I was not expecting the disposable robot to have such groovement. Part of that is the impressive level design. The procedural levels play well with the movement mechanics. You're never softlocked because you can exit to your ship easily.
Starting with one health was a little harsh for me but I respect the design choice. It was genuinely funny to close a door on myself and just explode instantly. I took up all of my tries stepping into a room while telling myself not to hit the button that rains laser on your bucket-head, just to do the same thing moments later.
This game also looks and sounds fantastic.
I wasn't able to finish it though, it is buggy. That's ok. My game is a mess too and also had many 12+ hour days put into it. As stated on the game page, this is a prototype.
So, sticking to design feedback. I feel this game will be too punishing for most players without some kind of permanent progression within levels. I don't think this failure mechanic should be removed entirely, but there are too many ways to die in the first level that the player needs to adapt to. Doors, laser traps, different enemy types, and different configurations of the three have all had painstaking effort put into them, but it is hard to experiment with them knowing that any upgrades awarded for your efforts will likely go down the drain. I found myself avoiding gears just because I didn't like the feeling of being full.
What if there were fewer lives, but failing a mission simply rescrambled the map instead of generating on each drop? Just, anything different from a complete reset I would prefer.