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As a massive Factorio fan, I cannot say that I enjoyed my time with this game! Your aesthetic vision is clear, but I wish the game's core loop had taken precedent over that ~ especially if your target was a proof of concept/vertical slice. As of right now, there is no play experience in the world. I had all the same notes as LeafLight Studios in my walkthrough. I do understand, after reading your dev summary, that certain challenges were had with scope. But I think if you choose to take this project further, it might be good to map out all the systems you want in your game first, and what their purpose actually serves towards building the game feel and story you want. Subnautica and Factorio, while amazing inspirations, are actually almost polar opposite games. I'm excited to see how the team might combine the two. I think this Reddit user's thread sums it up quite nicely:

In Subnautica, you’re trying to get off the planet 4546B and get home. In Factorio, you’re trying to turn Nauvis into your new home.
In Subnautica, you’re trying to cure the environment (mostly yourself though) of a deadly bacterium. In Factorio, you are the deadly disease ravaging the planet.
In Subnautica, everything you build is smooth and clean. In Factorio, the dirtier the better.
In Subnautica, the planet is covered in water. In Factorio, it’s not.
The same parts are that you crash land on an alien world with life on it and are the sole survivor of the crash.
Interesting thought I came across after finishing Subnautica today.

Thanks for making!