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(+1)

Ryan, I really appreciate the time you took to give me your feedback thank you.

The final call works like this: the wrong suspect gets the bad ending. With the right suspect, you need the right motive and two cards that actually prove it to get the best ending. Miss either one and you get the partial ending. Some clues are true and feel strong, but they only support the story and don't prove it. I suspect one of those slipped into your two picks. You're right that the game should tell you which part fell short. In the full version I have been working on, the ending screen marks the culprit, the motive and each piece of evidence separately, and it says why a weak card didn't hold up.

Again, huge thanks for the feedback and I am glad you found the game fun.

(+1)

Thanks for explaining that! Knowing that some clues can be true and relevant without being enough to prove the case helps me understand the result I got.

The separate feedback for the suspect, motive, and each evidence card sounds like exactly what I was looking for. I wanted to understand where my reasoning fell short so I could go back through the clues and reconsider my choices. Seeing why a particular card didn’t hold up would make another attempt feel much more purposeful.

I really enjoyed how the café and investigation fed into each other, so it’s good to hear you’re continuing to develop it. Thanks for taking the time to explain!