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(+2)

Cute little mystery: it's cool that it's generated each time so you can replay it. Though it seemed to be a bit limited in that the characters just tell the truth (I think?) and you can always believe them (I think?). In my game, I was able to tie the murder weapon and the murderer to the crime scene because he told me he was there, and it was his knife. And since there was no way to cross-reference this information, I just had to believe him, and it turns out that was correct.

I guess a more complex version of the game would include lying and other witnesses needing to be consulted and cross-referenced to catch who is lying. But this is a good foundation for a game jam.

The artwork and characters in particular is splendid.

One UI improvement I would suggest is that the "(-)" items should lose their "(-)" once they have been used once, so I know it is "safe" to ask the question again without losing time.

Hi Matt! Writer here! Thanks for taking the time to comment!

Kim (our artist) actually pushed hard for implementing lying and we were all onboard. Unfortunately, it became one of the more important features that got game jam'd out of the final build. Game development T.T

That's a solid call on the UI. You have no idea how much trouble "display that time will tick down to player" became.

(+1)

Thanks for sharing some of the internal debates. I know it's not easy when you have on the one hand a really good idea, and on the other, the increase in complexity budget. I can imagine lying would have made things so much more complex to build and test, and in a short space of time may have resulted in some games that were unwinnable because you couldn't possibly get enough info to eliminate the lies. I think you made the right call and the game serves as a good demonstration of the concept.