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(2 edits) (+1)

This is one of the more ambitious systems builds I've seen in this jam... a node-graph mansion with per-room skill checks, a crew of four distinct personality archetypes each with their own AI tendencies, a scheduling/timeline bar, and an order-queue log that's actually trying to tell a story about your crew acting semi-independently. Thats a lot of interlocking systems to get running in jam time, and the bones of a genuinely interesting heist-management sim are visibly here.

That said, in my playthrough it was impossible to tell what was working:

  • Several buttons (including "Pull off current task") produced no visible response when clicked! no flash, no state change, no error. I couldn't tell if they're unimplemented, gated behind something, or just not wired up yet. That ambiguity is rougher on a player than an outright error would be.
  • The top timeline bar (colored segments, red dashes, ect.) has no legend, so I couldn't read what it was tracking at a glance.
  • DC checks are shown for actions (Scale the gate DC 8, Squeeze through DC 10) but there's no visible way to gauge odds before committing.

Aw yes, this is what we are here for. Thank you deeply for the deep feedback. This is the kind of thing that is hard to get from friends/family. 
• We need to do a deeper run of the affordances. Especially for "Pull off current task". You and another person had a similar comment on this button. The intent (un-telegraphed) was this was a toggle between "Stack on their plan" and "Pull off current task", changing the effect of giving a new order. Does the new order stack? or does it replace what you have already told them to do. I think we will need to give this button some special attention on how to flag what is happening and why. 
• Timeline... is my brain trapped in its own realm. In my head it is clearly the AP for each character's queued actions with a red edge flagging the end of that action. What else could it be? Well... lots of things. A legend is simple and somehow I never thought of it. Most people I showed it to I would explain the clock verbally... and I missed that in game it is just a big confusing ticker.
• The DC chances... I really thought was working. I'll do a deep dive. I have % comply and % succeed appearing in teal font on the block between the Order buttons and the (very confusing) Stack on/Pull off toggle button(s). Move... does not have a succeed chance... but it may later when/if we add Stealth to moving between rooms.

This is not meant to be a defense of these issues. I see a lot of comments where the dev nearly argues with the feedback. This is intended to communicate that your feedback is very helpful, and will improve both the game and my developing developer instincts. Thank you.