What other examples of "friction" are there in this game besides that some organs in your inventory may eat other organs? That's just a single example but I don't see anything else mentioned.
What's the difference between "friction" and just challenges in a game (or good old plain "difficulty"). I understand many casual click-and-wait games in the last decade essentially autoplay, and there's no way to lose: you just click, and wait (or expedite the wait by making a micropayment), and that's all there is to them. Has this become so much the norm that the concept of a game that can be difficult, or requires skill, or where you can lose, is surprising?
Are UI limitations themselves a sort of friction? That's a concept I can get behind: one of my absolute favorite games is "Papers, Please!", which effectively deploys cumbersome UI as a gameplay element. You are bureaucrat and most of your game area is your desktop, which is tiny, and you must shuffle papers and overlapping game elements in that limited space under stress and with a time limit -- and the experience is great, if frustrating. So if friction is this -- a conscious way to limit the player's interaction with the game, in ways that enhance and add challenge to the gameplay experience -- then I'm ok with the term!