We didn't really have time to adjust the difficulty as the whole game was a bunch of disjointed system until the last day. Adding a gradual buildup of the of the NPC requirement and more variety of the crafting stations/minigame was there from the start but the scope grew too much and had to be reduced a lot in the last few days. The way its setup right now 50% of parts need to be replaced and 50% to repaired (could have scaled with the amount of days but didn't think about it)