It picks a random part to break every few seconds, so I suppose if more are decayed it has a higher chance to pick an already-decayed part.
this is a repeated point of feedback…
and you’re super right in pointing it out.
the way it works is:
there is a global timer that breaks something every X amount of seconds… and it only picks from things not broken… so if you fix something right before the timer is about to off, there is a good chance it will insta break again
we’ve heard at least 2 or 3 suggestions of how to make this better and they are all good, wish we had thought of one of them during the jam
So it didn’t seem to me how insidious the decay was! I understand that due to limitations you implemented it as is. The mechanic works well up to level 1.5. But I spent 15 minutes trying to reach level 1.0 and constantly had the feeling that there was not only randomness, but also some kind of insidious trap. Still missing a jump in the ship or a 1 tile wider passage.