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Thank you — genuinely. First comment on the page, and it's the most useful kind: played properly, specific, and kind enough to also say what worked.

On the talent-card "Next" doing nothing: confirmed, and it's already being fixed. There was a tiny red hint under the button — which is no excuse. The cards didn't look tappable, and the "Picked 0/3" counter wrongly implied you must fill all 3 (the real gate is "at least 1"). The rework: Next greys out and states the reason right on the button, the counter reads "pick 1–3, currently 0", cards get hover feedback plus a one-line "tap a card to pick" hint, and tapping a 4th card when full gives a shake plus a toast.

On the name field: you're right that the intro promises the name "later" while the field actually sat at the very bottom of step 1, below five difficulty cards. Nobody should have to scroll to find their own name. It moves to the final step, right above "Start game".

On the long "Continue" stretches: this one is intentional — and your read of it is exactly the tension we argued about internally. The first two years run on a deliberate "early calm": you're a neighborhood volunteer in 1980, and an earlier playtest bounced off events landing every other week ("why does a nobody have daily historic crises?"). So we throttled real decisions to roughly 3 or fewer a year until you matter more — which indeed makes hour one read-heavy. Your note is our second data point that the pendulum may have swung too far; it's logged, and the ramp is on the tuning board.

And thank you for calling out the odds/cost transparency — showing "Coin flip / Slim chance / Long odds" with explicit ranges, and stating exact favor requirements on locked options, is a hill we'll die on. It means a lot coming from someone who played it straight through.