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Interesting idea! I wish the pace of the game was slowed significantly. Its hard to absorb all the information when it comes at you so fast. I couldnt react in the 2 seconds between when someone betrayed the team and the end of the mission. I also think maybe you could have taken this idea a slightly different direction, having more specifics with what exact actions each role can take then looking to see if everyone is performing their role AND not performing another role which should trigger your suspicion. From what I played I think there are only set events when someone betrays you which require no interpretation. I say all this because I think the core idea here is really good. Nice job!