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I could see the situation playing out in my head, which means the text and the music did a great job of activating my imagination. The game didn't register my choice once and I had to double take (although the choice was quite crucial, so maybe it was giving me time to re-think it) Other than that the text controls were snappy and weren't getting in front of the action.

I need to read about the events that inspired the game.

Thank you very much for the feedback!
I saved rendering costs by offloading them to your brain!
XD

If I had to guess, I suspect the failed input was immediately after a [THINK] action.
The problem there is: I treat the text from those actions the same as narration messages - there is no action list available, and you have to press enter to get back to the action list.
However, I've had feedback from 2 (probably 3 now) people that it feels like you should be able to take action at the [THINK] prompt immediaely.
I'll need to rework the system very slightly, and look out for side effects (what if you [THINK] so much that the action list falls off the screen and is no longer visible?); but enough people have mentioned this that I can't ignore it.

The IRL events are interesting!
There are actually 2 different "submarine almost launched nuke" scenarios I'm aware of, and people always think of the one with the guy who defied a direct order.
In the scenario this game is based on, that didn't happen - there was a 3-way vote, the vote failed due to 1 person, and that was that.
The 1 person was also the highest rank IRL, so it would have been less awkward.
I took some liberties to increase the tension of the narrative.

It migh've been after think action. I remember pressing 0+enter, the action didn't go through it just showed me the options again and I pressed 0+enter and it worked.

I can see how the change of rank statuses so that the player isn't highest ranking officer there adds to the tension. That's a good call.