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(+1)

Oh yeah, it is the same concept :V. Anyways it's pretty good, I like the inclusion of networks, it added something that isn't a part of most deduction games, which is pretty cool. Here is some feedback:

- Texture filtering: Everything is blurry, I don't know if this is a stylistic choice, but for pixelart I would change the texture filtering to nearest, so it remains crisp, especially that you can always add other post processing effects like bloom on top for a similar feel, with more readability.

- Fonts and text: Now using HD fonts with pixelart can look alright, especially when separated, and having an option to turn on a normal readable font is alright, it would still probably make sense to use another font, pixelized one probably would be best, but other more angular fonts could also work. Another thing is that the character numbers like to blend in with the text box sprite, so either move the text box, move the number, or color the number, anything to just make it legible.

- Gameplay: As I mentioned at the start, I like the networks, they're pretty cool, but I do have some problems with the characters. There is usually a small amount of checking characters, as in characters that allow you to pick a person and deduce whether they're good or bad, which can sometimes lead to moments where you reveal everyone on the board and you're saddled with people who tell you nothing useful, because they randomly decided to point towards someone that doesn't even matter. Another thing is that even in the premade puzzles you sometimes get screwed over by roles like Assassin taking out an important role without which you can't solve the puzzle cleanly, which becomes a problem when characters like godfather take away that sometimes required safety net. Now this problem is part of the fact that the character count is limited to 8, which together with the fact there can be 3 character from the mafia, can lead to a small imbalance when features like poisoning can change the ratio to 4 liars and 4 truthful characters.

- Selection: I don't know if it's just a me problem or an overall one, but sometimes when revealing a character the input also selects that character for ability use, which can be problematic when revealing multiple characters one after another, especially that there is no sound cue for when you beginning selection, making the only real hint that one is selecting, the fact that the name turns green and the character portrait is slightly bigger.

- Pause menu: which feels like a thing that could have been easily added since you just had to hook up the settings menu to show up on a button press. Currently there is no way to adjust the settings once you start, but this could remedy that.

Apart from that though? This is good, I like it. The layout is definitely better then mine if a bit less polished, but the gameplay is really solid, despite the couple flaws.

Thanks so much for this great feedback, it is very helpful. A lot of the small points I do agree with like no pause menu, the selection bug (I knew it existed but never got round to fixing it in time). You're right about texture filtering, I completely forgot about that setting. I've just tested it with nearest and it looks way better.  

What you're saying about the gameplay is fair. The levels can be tricky sometimes if the setup wants to be evil but that's why you get the free bad kill every level. The levels are designed to be solvable with the free kill in mind so sometimes you can't get a perfect solve. I plan on working on this game a little more after the jam and will add more characters that don't just learn random info. 

Again, really appreciate the detailed feedback! :) I didn't say in my comment on your game but your game is the best one I've played so far from this jam. Well done.