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It's kinda crazy, but my team almost made a game very similar to this, but ultimately didn't because we didn't think we could pull it off in the time we had. Well done on realising the concept! It looks and plays quite well.

The main critique I have is that the tools felt more frustrating than anything, having to constantly run back and forth between rooms to first check what tool they need and then find the tool and then deposit the tool afterward to then repeat with another unfamiliar room made the first few runs feel annoying, but once I learned where everything was it became more enjoyable. I think dropping the tools would have tightened the gameplay loop and led to a more satisfying experience.

(+1)

My dream game has a lot of these concepts so I've been working on minigames and adverse effects from not keeping systems alive in other game concepts I've been working on. To be honest though this was the best I've had it work out, so who knows maybe all that failing elsewhere actually helped out here :D
Thanks for the feedback about the frustration. I suppose I should have focused more on making the minigames engaging and less on making sure that you always felt like you were running out of time because of just running around. Good suggestions for my actual game!