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So happy that you enjoyed! There are choices that result in more than one unit of loss in a category near the end but they wouldn't shake you if you came in with the right stat balance. It was hard to find a difficulty that would keep a general audience engaged while also not frustrated. The goal was to set up situations where you'd sometimes have to compromise idealism and choose whatever choice would keep you afloat. However, like you mentioned, there are times where your choice becomes uninteresting because your safety net is too big. The game Reigns keeps things interesting by having capped bars also result in a lose condition. I can see why that was an important part of the design now.