For once I agree with dildolos, I don't see the appeal of this game. It seems like an oh-so-quirky indie RPG created to be marketed on a niche hipster area of reddit. A perfect example is the game showing you dice being rolled... Why? What purpose does this serve other than reminding people that tabletop RPGs use dice and your game is totally like a tabletop RPG and quirky and nerdy?
In short: because I think it works and people love it.
TL;DR
Originally the game did not have dice rolls. Like, at all - there were constant skill gates like in New Vegas.
But playing and talking to players I realized it's
boring - you just click through the options, no suspense, no risk.
I added skill checks with possible failure. It was better, but then there was the next problem - you could just click through and hardly notice that anything of interest happened. I decided I need a dramatic pause.
We tried various visualizations but this one was the ultimate success among the people I was testing it on.
I guess it reminds tabletop role-playing gameplay...which is not wrong because a lot of the design decisions in Space Wreck come from tabletop RPGs where you can inspect everything and try anything; then see if you can roll for success or fail hilariously.
But, yeah, it helps with the niche hipster area of reddit, too.