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Hey again I thought I'd make a new post for this chonker.

I had a blast playing your game, for more than 6 hours already. It was quite tough to get into at first, but once I got past that first hassle it became more fun. It most definetely helped too that I am genuinely good at the logic of these kinds of social deduction games, however I am a bit tired after the jam. Great, now that you know I am a bit tired, let's move on. I made a sorta randomly ordered list of stuff that stood to me while playing. Most of it is opinion so be aware.

I had quite a lot of demon 11s, I think that makes thematical sense and it's kinda sad that it was a coincidence.

It might just be me, but I keep making the mistake that I say "it says one, so it would be two if he was evil" which is the direct opposite. That's of course because it says that when they're evil they up the number by one, when in fact that's already happened.

For a game jam I think there are a bit too many rules a player has to learn to beat level one. I don't think it's absolutely necessary to have this many normal abilities of the bat. The problem is that if you get only one of them wrong the whole puzzle falls apart, as happened when I misunderstood the chef-esque one. The game was much more fun when there was only one, maybe two, new mechanics in a new level rather than more. New mechanics are take quite a bit of effort to learn, but add a ton to variety, so you really need to not over do it. You did this really well though with your game. You do genuinely grow the complexity over time in good way, to the point where I could test my theories about the new mechanics without worrying too much about whether I understood the old mechanics well. One thing that's very well done is how ties always break left, .

For an improved tutorial I would like all the hidden numbers to be visible for one round, and made very clear that you wouldn't see that in the actual game.

I would have liked a way to see the entire rules book somewhere. The main information I forgot was what Numbers evil players could occupy, for instance I was convinced that they had to be primes. And sometimes I just didn't know some specific interactions: can puppets play saints? can the warden seal the demon's testimony?

It would be nice if you could cancel the usage of the slayer ability for a moment

Not really about the game, but I'm having a blast thinking about you frantically panicking typing "liar d 1" 5 seconds before the deadline. hahaha

I just want you to know I noticed the slight difference in music when you have finished a case. I think the music was whacky and fun once I got the hang of the game, but while learning it I admit I turned it off as it is a bit distracting with all the offbeats.

You can already see what testimony is being witheld by the warden by hovering over info. I don't think that's intended?

On case 7 I had the original demon right from a seat testifying that the nearest number that's higher is 3 seats away, and there was no way a good number could be secretly modified downwards. Not a big issue, but kinda annoying after I put in a lot of time creating other theories.

Update on that last one, it happened again in case 8...

I'll say that after those last two rounds I'll definetely take a bit of a break, but if it is refined a bit better I think I could genuinely keep playing for days on end.

I still don't quite know what the Chancellor does. Does it take the nearest seat that is a multiple and then base his quotient on that? or does he create a quotient and then search for the closest seat that is a multiple of exactly those two numbers.

I think the slayer is a bit whack. The only time his ability is useful is when you are about to zero him and just want to get a tad more information in the case you're wrong. This may also be because I'm a bit of a perfectionist and refuse to make a best guess

About best guesses, I'm pretty sure I had a round where it came down to a coin flip. I might be wrong though. It was in a round with a slayer in play, where I could probably have deduced which one was evil because the slayer would miss if they were good because he only hit if they weren't the number they were. In hindsight, maybe it wasn't a coinflip

After writing that last one I realised I don't have much more to say, so here's my final opinion: cases with outsiders were the most fun. That's it, thanks for reading, here's an emoji: 🗿.

Wow, thank you so much for writing all of this—and for playing for over six hours! That is honestly incredible, especially after the initial learning curve. I’m really glad the game became more enjoyable once everything started to click.

Your feedbacks are really valuable, like the first case introducing too many rules, the confusing wording around modified numbers, and the need for a complete rulebook. I'm working on optimization over these. Showing all hidden numbers during one tutorial round is also a great idea.

Also your points about Slayer, Chancellor, and  Warden do make sense. Will be better in the upcoming updates.

I’m also happy you noticed the music change after completing a case! And yes, “liar d 1” was typed with exactly the amount of last-second panic you imagined.

Thanks again—hearing that you could keep playing for days after some refinement means a lot!