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Hm. As with a lot of these sorts of game, I found the thing where UI elements trade off against direct gamewinning resources to be kinda frustrating. I finally beat the last level, not by finding a reload loop I hadn't closed, but by unplugging the monitor and adding two more guns. By far the most tightly constrained resource was space, not power - which is good, because finding out what power constraints I'm under required a *lot* of space.

(It would also help to have the buttons and sockets tutorialized a bit more. Apparently I can just manually reload things if I need to? I think that's also key to how I won Level 12, because I had been under the impression that every weapon needed automatic reload, which effectively doubles its footprint if you want to do it right.)

Interesting game though.

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Thanks for playing, I've just added an update with better onboarding, visual and balance. 

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Liking it a lot so far, but it could probably use a little more briefing for scrolling the rack - apparently my problem the first time around was that I was using less than half the available space!

Edit: Having finished the campaign, I appreciate that power is a serious constraint, and liked being able to build logic loops for autoreload and boost and suchlike - recycling my first-playthrough realization that you can just sample one gun's info if it's in the same location and has the same stats was fun, and I liked that Logic didn't cost power. I would have preferred if Log, Scope, and Target hadn't cost power either; I think I got perfect Hull and Accuracy through the entire new campaign, but I often had not quite enough power to run all the fun UI elements.

(I also missed the third generator on my first run, so that's kinda interesting.)

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Thank you for pushing it this far! I really wanted to balance the game between "let the player create his own strategy" and "find the better way to defend against ennemy types". Some constraint but not too much :D