The cooperation / defense / betrayal setup sounds easy to understand, but the interesting part seems to be how much players can read each other. Are you planning any visual or timing cues that help players interpret intent without making the choice too obvious?
Thank you for the insightful question!
Currently, the intent states and potential rewards are shown in real-time in the bottom-right corner. We’ve also implemented distinct colors, sound effects, and haptic feedback to signal whether inputs are matching or opposing. To keep the psychological element interesting, these cues are only triggered when a certain threshold is crossed, so they won't make the outcome completely obvious.