Earlier quoted context omitted.
Dev here. Yeah, that page turned into a mess compared to what it was originally designed to be, but at the current stage I'm actually trying to ward off impulse buyers. The game isn't even done yet! I mentioned in the post-mortem that I only want quality players right now who are very familiar with what they're getting into, and I haven't even been advertising the game to a general audience, only the primary target a…
I'm both an impulse buy and also (I think) your primary audience, as someone who's played Nethack, Dungeons of Dredmor, DCSS, Darkest Dungeon, FTL, Dwarf Fortress, Project Zomboid, The Escapists, Atom Zombie Smasher, etc. (forgive me for assuming I know what your audience is - I'm guessing). What I mean by impulse purchase is that, having made the decision to purchase it, I want to go quickly from making that decisio…
What's missing is the mid/late-game optional branches that will add interactive story elements, multiple endings, and lots more robots and components (the latter objects are all complete, but you can't access them yet until the new maps are added).
And yeah you'd be the target audience; anyone who plays DCSS and DF would fall into that category :D.
There are absolutely the types of strategic differences you mention here, and wide spectrum of approaches. The good thing is it's not entirely based on luck--you can hunt down specific robots and take what you need; at the same time, if caught in the wrong place you could end up getting beat up and forced to switch strategies on the fly. This is a big part of the appeal I think. Comebacks from a partial defeat are commonplace, but not always in the way you intended.