World Design/UI-the strongest part of this, the paperwork clashing with the greek medium produces interesting experimentation with the format (what do the court observers care about, why are they hovering over my shoulder, am i a new recruit or is this judgement of some kind). i would say the strongest direction this game could go into is having these arbiters handle the paper, they might pass it around in deliberation, the (good realm form goes to the good kritis first, bad realm goes to the bad kritis first). i kind of think using more greek terminology (tartarus for bad realm, elysium for good realm and asphodel for middle realm), might tell the player more about the world but that could conflict with the more bureaucratic adaptation angle.
creativity/story - i walked away with more an interpretation of femininity vs masculinity, with feminity (stars, high priestess, ), a meaningless death (on the battlefield) was viewed more neutrally by me, too many masculine cards (hermit, fool, devil or an arrangement thereof being somewhere in the cut off). My best success rate was adding value, where: stars was pretty good devil was pretty bad (emperor and empress were more middling), i didnt normally blame fluctuations in the human moral order but if there are some, the kritis could make a comment: "boy the war is rough for the workload", "corruption is so mortal", "these are prosperous times few are in need of judgement", an simple arc for why there are more dead also seems appropriate but i feel im starting to leave the bounds of the game world (more cards related to the war/conflict over time doesnt gel with a middle realm strong enough to make a triumvirate). i think there's a little more going on than zeus bad mother good (maybe not lul) but i was unable to ascertain it
sound design - no sound is a strong choice, i think even with that decision some background noise clay sounds would be better, but why bring focus to something that wouldnt be a strength of the demo by having hastily sourced pot sounds, p good for soundless imo.
polish - i really like how the flavor text was erased more and more with each lower level, that's a fun element. max level would be better as fully unerased and possibly even boldened? level ups should be 4 or at the very least is awkward, i think 2 might even be good value (looking at complete cards every turn is kind of awkward, but if you could only unlock 1-2 cards in a run it might be more meaningful, i also grew to view the 'explanations of cards' as very much 'in the way of the workflow' which is something that could be leaned into instead).
enjoyment - paperwork is in an awkward spot, not fun to click after hover, i had a run or two where i could tell the card by its face (for the most part) and this was enjoyable though i wouldve liked a better grasp on the pass-fail mechanics at this point to really nail it. i think the biggest problem is that denied and approved both take similar amounts of time to process, failures should disrupt the workflow and approvals should fall in line with the game loop (generally), i do think there is a moment of tension while they are being processed (approved or denied havent popped up yet, i was thinking the timing was slightly different but this was probably an emotional response to the game, i wanted to be right right felt quicker somehow) which might be more important than this gameplay consideration (do souls get processed quicker if you do it right? who knows...)
theme - there were moments where i definitely felt watched (the three kritis made sure of that), not sure about the play aspect (its more office meets urn, and there unfortunately wasnt room for a third adoption of actor by me, maybe ill try again). i kind of think the left two guys could be differentiated better in a way that more fully explains the morale space (this was kind of an earlier comment i stuck here)
very fun! thank you for sharing