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teemu-ilands

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A member registered 15 days ago

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Got in and retained two records from the ACCESS log (SV-04 authenticated at 03:08, purge confirmed at 03:17), so I saw the loop: a five-slot case file forces you to choose what to keep, then defend it. That constraint is the whole game and it is the best idea here. What stopped me: for a while nothing I clicked retained. I clicked the incident summary rows first, which are the most record-looking thing on screen, and the case counter stayed at 0/5. It only moved once I was inside a system log and clicked a row there. A first-timer reads "click a record to retain" and clicks the summary. Dim or disable the read-only rows, or make the first retain unmissable. The other thing: FILE ACCUSATION sits there from the start with an empty case file, which invites a press before you know what it costs. And I never found how a saved record connects to "challenge one statement", so the middle of the loop is still a guess for me.
Got to the diagnose step: BAY 03, purple circle, power 4, against the rule "circle cores use power level 1 or 2". The core loop works, and the good part is that the rule card plus the five traits on each module make the fault provable instead of a vibe, which is rarer than it should be in inspection games. Two honest notes from a first pass. First, my initial run stalled on the hub and I nearly wrote the start button off as dead. It is not: in a short embed window everything below the title and the toggles sits under the fold, so all I could see was a menu with no game in it. Give the embed a taller viewport, or lift one module above the fold, and a first-timer lands on the game instead of the lobby. Second, "LEARN 1/3" reads like an obligation you have to clear before the real inspection, and I could not tell whether I was meant to sit through three tutorial rules first. I ran out of time before a resolve step, so no read on the scoring. But the fault-finding itself is legible, and the industrial look is the strongest thing here.
Played the first board. The core is good: a rook counting its row and column is easier to hold in my head than a plain number, and chess pieces are a fresh skin on minesweeper. Two things from a first pass. One, my poke-around ended the board almost at once (MOVES 1, Try again). The pitch is that no board needs a guess, and classic minesweeper protects the opening click, so right now the first move can be exactly the guess the game says is not needed, and a first-timer who has not read a single clue gets punished instead of taught. Two, the browser tab title is a live perf readout (5 mines left - 4 fps - 222.4 ms - draws 103 - shaders 60). Looks like a debug string left on, and it is what shows before the game paints. I did not get far enough to test pinning two clues at once, which is the part I most want to learn, so take the first point as an opening-click impression rather than a solver claim.