There's a lot to love about this. First, I have to applaud your ability to get across what could have been a complicated set of concepts so clearly. The numbering of the hexes compared to the deck allowed this game to play like a breeze.
The rules were about as clear as they could ever be. I never once questioned what a turn looked like or what our goal was at any moment. It's super simple. It's the player decisions that are difficult. The balance we all want in a game.
However, we think we might have played a little wrong. Were the ToRK decks supposed to be fully visible? I understand that seeing what type of damage you might receive before moving is important, but what about the cards underneath when you "change ToRK"? Are those visible as well? Either way, we did find ourselves having to make difficult decisions toward the end which is what I want in a co-op. I straight up had to sacrifice myself to allow my teammate to win. Great!
I'm envious of your player boards. A little Betrayal at House on the Hill, but the minimal artwork is fun and an easy reminder of danger and consequence. And you made sliders in a print-and-play? :: applause ::
We had a good time with it, but feel there could be more of a reward (or consequence?) to battling mutants. Often one of us would make a decision to stay still to hopefully get equipment, but more importantly to Change ToRK for the other player (excellent). But when we drew a mutant, it was just sort of like "eh, alright, he's dead." Not sure what the solution is there, but we wanted more from the interaction.
We also loved the mutations. Sliding toward death in these types of games is never fun, but you gave us an incentive to go that route! They're weird, some are funny, and they're all beneficial. We did hit a point where, because of our mutations, one of us couldn't move at all. Is it too complicated to allow for healing (see: reward from mutants)?
The puzzle of it is satisfying and tricky. It feels like you put a lot of thought behind what the equipment does as far as understanding your own game's mechanics. (Though the ToRK-ulator card baffled us - what does it do?) Same goes for the weird world setting. It's unique, strange, and oddly funny.
I'm curious to see what a next draft looks like!
Cheers!