This is neat - and really does make good use of the theme. I feel like the choices often boiled down to being basically the same thing, but it was a nice story nonetheless. The illustrations add a lot of character too.
(One very small note - at a certain point I got the option to tell the engine room robot that my supervisor was trapped somewhere, even though I'd chosen to get straight to work and never actually discovered that detail myself.)
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No problem! I'm not terribly familiar with ChoiceScript but I expect there's probably some way of eliminating the option if that chunk hasn't been seen. Alternatively, you could funnel the player towards the supervisor in the introduction to guarantee it'll always be relevant (though I didn't get the impression I'd missed anything massively significant).