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I found the “How to Play” wall of text was a bit rough, breaking it into dot points might have helped. Some of the info was repeated once you start playing as well.

Cool to see a take on the classic Whodunnit, a pretty straightforward interpretation of the theme but hard to design a game around, I imagine. The “I don’t know” answers kind of muddied the true-false concept, and I couldn’t find any reason to trust or distrust the alibis