Our group of four played this today and had a fun time!
We did have some questions/feedback about the rules. Sorry this is long, but it's difficult to describe some of my questions clearly (happy to clarify as needed).
1. The game is intended to be playable solo. But since the Developers start with 3 strings (1 + 2) and win when they get to 3 strings (2*1 + 1), the win condition would have to be different for solo play. Didn't affect us but I wanted to mention it.
2. When a player wins a roll, they take a string from the Developers and tie it to their existing string.
But is that new string treated as a single string, or two strings?
If it's now a single string, then the number of total strings in the game goes down over time, and eventually the Developers cannot win anymore because there aren't enough strings to meet the 2*players + 1 condition.
But if it the tied-together string is still treated as 2 strings, then what happens when the player loses a roll with that string? Does the string get unknotted, and the Developers win all the individual bits in one go?
3. We thought more ways of working together / helping each other cause chaos would have been fun, especially when another ghost's ability would have been a great complement.
4. Because success / failure is determined by whether there are more pluses than minuses on the fudge dice, rolling more dice is not helpful in terms of success chances. So having a longer or shorter string doesn't seem to make a difference.
That makes the game very random (you can lose your powers early on, or keep them the entire game), but also means the help mechanic as written isn't useful. Perhaps allowing other players to add their dice to the group power after the roll could help with that.
5. The Developer heavily favour using bulldozers (which, fair). We rolled at least 6 bulldozers across the game, and ended up hand-picking some of the rare rolls that hadn't come up.
Hope this is helpful, and thank you for making and sharing the game <3