understandable with the time constraints.
i really like the design here, and something more fleshed out could be great.
best of luck finding time for hobbies.
okay, having played through, some feedback: the tiny box bounding the game is the strangest thing, and the fullscreen button isn’t a practical solution, especially since a lot of things take a fair bit of time and someone might want to switch over to, say, discord. or at least keep it visible.
‘provides’ to me implies something is being gained, but in a large number of recipes you are trading a capability for itself, to no net benefit, or actually losing capabilities in net. more than once i accidentally lost my only source of a capability because i overlooked that it was attached to something strange (disconnect and welding are both weirdly arranged for sources). a clearer indication of losses would be nicer.
i kept expecting to get something to help with tiny and large, since they’re so slow, so i was surprised nothing turned up by the end.
criticisms aside: i love the shape of this, and it’s clear even partway through what the final payoff will be, and although getting a whole chain of “auto-search” providers is a slight letdown as you’re narrowing in on the goal, there is a tangible sense of “yeah i’m gonna fly”.
in a hypothetical larger game, an unfolding mechanic that uses this to get to ever increasingly higher tier sources of salvage would be neat, maybe work your way from a tony-stark-in-a-cave suit to something a bit more refined.
the color scheme is really unpleasant to look at.. the combination of low contrast and comparatively bright background is actually painful for me (combination photosensitivity and poor visual acuity).
so unfortunately, i can’t actually try the gameplay.
edit: to my shock, it actually responds to dark reader, unlike literally every other game i’ve clicked “run game” on itch.io. okay, giving this a whirl.