Thanks for the detailed review and congrats on beating it! I ran out of time to do a proper tutorial so I had hoped that things were intuitive enough to understand and seems like you nailed it!
I think aiming at things will be easier when I change the crosshair to be more noticeable, I might offset the camera to the side so that Bae is not blocking what you're trying to grab as well. As for grabbing bouncing brats, it was originally much more difficult because the hitbox was the size of their body. I enlarged it to be the a bit larger than the actual model, but it's definitely still difficult to grab them while they're bouncing. Though a thought just occurred to me to make it so that holding click could put you into a catch mode so you can sweep up nearby moving brats.
Labeling the dispensers was something that I had intended but again ran out of time for. At first I was thinking of making them also able to break in which they wouldn't fabricate anything until repaired, but I think with the hectic pacing of the game it would've been too difficult to lose such important assets.
As for the QoL suggestion, that is an interesting way to add a diegetic means of tracking broken panels. I was thinking of making the wrench something you could pull out and it'd pop up arrows showing where the broken panels were, similar to how it worked in Warframe's Railjack mode. Losing track of what panels were broken is something that I ran into a lot too, which is why on loss it snaps the camera to look at the panel that ran out of timer. I mainly did this to make sure that losses came from actual timeouts and not some bug.
Thank you very much for playing my game! I'm glad you had fun!

