wow, this is a serious game! at first i wanted to call out the sinister red violence card, always held, floating over my choices like the sword of you-know-what. but then so much more happened. you immediately assess the rooms and start seeing plays you can make with cards, and then each play you make changes the game in a big enough way that your plan changes, but small enough that things don't fall apart. frustrated with the ending i got, and felt like i was close to one i wanted. not enough violence cards in the world to bust into that hangar apparently, just enough to start a never-ending cycle. really impressive!
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You described the feeling we wanted to get very well: chaotic enough at first with seemingly many options, but with some exploration painting the way you can choose to follow.
Sorry to hear you didn't get an ending you wanted! Hope you'll give it one more try at some point to confirm your theory how to get it. Though I'm very curious: did you get frustrated because expected something different?
And about the hangar - yeah, I thought it'd be obvious as it's closed the same as visited locations, but probably we shouldn't have kept it on the map at all.
Thanks a lot for the comment!