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(+2)

I think rather than a terminal with a large wall of text for the instructions, it would have been better to have a message show up when the player would get near the necessary equipment. 

Second, the numpad for the fuel is interesting, but having the player pull on a level with the mouse is cumbersome. I didn't even recognize that the lever was even there on the first playthrough because it has the same texture as the table. Speaking of the numpad, the controls for this game are just clunky in general. Movement works well enough, 
but I found I had to keep hopping my right hand from the mouse to the keyboard repeatedly when trying to perform my tasks.  Since we're already using wasd for movement, I don't see why that same control couldn't have been used for the shooting minigame. 

I played it twice. The first time I messed up and wasn't sure what I was doing even with instruction. The second playthrough I fed the entity, I shot the pink blocks, I kept the barrels cleared. The only thing I didn't do was the cleanup sectors because it never gave me any feedback that there was anything wrong with it, with both giant over head displays seemingly saying everything was A-ok. Me losing again determined that was a lie. 

As for the story, I couldn't really get far enough to tell you what the story was.  Managed to glean that we're some random Joe shmoe working for eldritch beings to keep them happy (?), but that's about it.

Lastly are the nitpicks, which are: test file flashes on screen when starting up, no sound options and the game is loud, when playing in windowed mode and adjusting it, the white text up in the corner blocked some of the text from the computer monitor.

This could be something, but in its current state with what I could do, I'm just not seeing it.

(+1)

Hey, thanks for playing and for the detailed feedback, really appreciate it!

I was wanting everything to feel "analogue", hence the clacky keys and physically pulling levers/twisting valves with the mouse, but appreciate that it makes things a little unwieldy. That's partly intentional, but it's not designed to get in the way of progression, so I'll definitely take that on board.

The reason everything uses the numpad is down to inheritance, it meant I could set up a base machine class that all machines derive from, and it allowed me to create lots of usable machines that have the same basic "numpad and mouse" controls in a short space of time. That's why the shooting minigame also uses the same controls, though you're right that it's not the most intuitive method.

My guess as to why it failed you is because you didn't clock back out, which is something other players have said they didn't realise they needed to do. Definitely should've included a prompt that said you'd collected enough slime for the day and could clock back out, that's on me!

Thanks again for the honest feedback.