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(+1)

I love the idea of being able to play mini-games in a mainly visual novel game. However, there is a problem with how the game is lying to the players about the game rules. Why in that Pong game after I hit the paddle, I have to get scored on? And then, the spaceship game, why I do shoot a couple of enemies and then do something else that I might not know of?

Don't me wrong, it's a creative way to apply the theme of not trusting anyone. But if the plan was to manipulate the game rules, why not give hints or visual signifiers to the player that they should do something else instead?

(+1)

Oh you bring up a good point. However in our defense there are visual and textual indicators that hints you to do something else. 
Simplest example would be pong, where once the rule flips, you get a negative sfx and screen shake on paddle hits which is to indicate a change. However yeah, maybe the indication could've been more obvious. I appreciate the feedback