The way this game handles you going over budget on resource allocations is so strange and off-putting.
Edit: in retrospect, it's not even your fault. This is legitimately just a dilemma you're going to face when you have discrete values in ratios of 200 water preventing some 40 pt loss to moral that's divided among 5 people. Which is where my suggestion down below comes in.
I get it now. I really do. I was annoyed at first, but it's alright. So if I'm over budgeting, it doesn't use any of the resources, so if I'm setting 200 and I only have 180, it just counts it as not supplying any at all. All the resources remain stockpiled and the only caveat is I have to deal with a probable loss of resources because my tanks were at near capacity.
Perhaps, put in a some kind of warning indicating whenever you're over budgeting right before you go to sleep?
Generally speaking, there were a lot of things I had to guess the meaning of- or relation to- and it was a bit of a hassle.
1. Does keeping fuses and copper cables in the doors draw from your total power supply? Should I constantly switch them out to save electricity as I had been doing by necessity already?
2. It's a cool thematic element to the game. You're in a post-apoc scenario. You would be expected to do things like remove the fuses whenever the door you're opening was not actively being opened; however, at any point in time does it serve an additional purpose?
A suggestion:
1. Call me out if I'm wrong and this is how it actually does work. It should be setup so you could only have the bunker-mates do their assigned work under the condition the door, corresponding to the area related to the task, had enough fuses and wiring. That would be a good mechanic. You're the main character. You will only ever go through one door at any point in time. Having more than 2 fuses is pointless because there are no doors that're set out in series. All of them are ostensibly augmented with fuses and wiring that just require you to put in work. I'm almost fairly certain the bunker-mates can just phase through walls.
It'd be like this one flash game I played on my country's saturday-morning-cartoon-website when I was a kid. Basically, you had to save some people with some giant spider thing (I unno). You could make temporary spider webbing to traverse pits, but the people you were meant to save were expected to have a plank of wood set out for them that you had to find.
2. Dude the MC is seriously off-putting. I hope to god there comes a time in this game (because I really like it) where he flips 180 degrees in response to genuine crisis. Right now, people are in life or death and he is seriously thinking about jacking off in people's mouths. If I wasn't so accustomed to playing beta versions of these kinds of games, I'd be so done.
Moreover,
3. Since this game is in basically beta, I can't criticize you for this. I feel it needs to be said though. At times I'd collect resources and then come back with results like 0/0/0/0/0/0 on the final tally. Now, I don't know whether or not this is
A) A graphical error.
B) me not understanding how to properly assign units to the appropriate symbol.
C) The author permitting you to have the blue star move from location to location - and as a corollary to B - with the caveat that you're just not picking up the resources. So it'd be like simulating routes and time or just the code hitting 2 birds with one broad stone.
D) Me seemingly missing some other mechanic in the game. The information is darn vague.
It's vague in a similar sense to how, for the car quests, you were asked to put the vehicle in a certain slot - with gasoline - and required to have X food and Y water.
I spent a solid five minutes trying to figure out whether food and water basically existed in a 4th dimensional bag of holding that I could draw from at any point in time.
Really cool and interesting game though. I love this genre and I wish there was more of it. The core of it is all there. 5/5