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Not a huge commenter on games here, but this game is genuinely a really well made game, and how it breaks the conventional "idle game" mould is really clever.

# Praises

The art style is cohesive, just that right amount of engaging animation with immersive feedback that doesn't break the flow or feel of the game while still being functional. The colour scheme is really well chosen, it gives the post apocalyptic industrial diesel punk look that really I love.

Mechanically, it's got a satisfying game loop, that takes a while to hit that "grind" phase that all idle games eventually hit. The variety of components, materials and upgrades seem really promising for a demo.

# Improvements

This game played really well, and obviously being a demo there are going to be bugs, and rough spots, but to be clear, this does not detract from an overall really solid game so far.

Loading Biomass from the container initially was such a confusing experience, as to figure out where the cursor needed to be in reference to the tank was not super intuitive.

*someone mentioned this before* No % number on the Disposable biocell

Wires feel a bit clunky with needing to pick up each piece and place it down, I think having access to a container like a spool, which allows you to click and drag would be keeping with the theme and mechanics of the existing game.

The tutorial is generally helpful, and likely due to being a demo not complete, but when I got my first capacitors I was so confused how to use them.

Having a bit more visual feedback as you repair your craft would be a nice QoL just for atmosphere, like cables get neatened, or body parts get cleaned up.etc

This one is controversial, but once I got up and running, it made me feel the intro prior to getting mobility was too short, but I enjoy those problem solving puzzle games so very much likely just a personal preference.

For the Material Cases giving some kind of indication what is in them without needing to mouse over, as though grabbers and the like will automagically populate them normally, to start with a person might not realise this, and so it adds a bit of an extra step to check what you have room for.

# Suggestions

Ability to tweak the UI with devices attached would provide some additional feedback, like if you have sensor attached, it provides a minimap, or a grabber adds a little animation in the bottom right corner showing what it's got.

*MAJOR SUGGESTION NOT FOR FAINT OF HEART* Having another panel to be able to build some sort of logic to automate the whole process with logic blocks.

Consider variable layouts based on screen size, a bigger monitor might not need so many tabs

# Conclusion

Keep going, this is an enjoyable game that is dangerous to people who get sucked in easily

Thank you so much for your detailed comments and lovely praises!

The cables do actually get neatened/visually repaired once you do internal-wiring repairs! the sparks you get stop as well! I'm afraid, due to the limited time I've set myself (to no ones fault, but my own), I have to prioritize meaningful and more impactful features...

As for the tutorial, I try to keep it as minimal as possible, the "RIGHT CLICK TO UPGRADE" popup was added last minute because some players just didn't know how to speed-up progress, I did add a Blue-box with control hints that appear, but I suppose it's very out of the way; so not many people notice it... I'm in the middle of trying to touch up the UI to make it friendlier to players.

Also, thanks for the suggestions! (albeit there's no guarantee whether I'll implement them or not)