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I enjoyed playing the first two cases; the logic and potential scope of the game is interesting and a new take on the detective genre

As a new user there were some hurdles, however, the jump between Case 1 & 2 was not an issue

The initial tutorial into Case 1, and the end of Case 2 had more of an issue for me

Discussion of Answer to Case 2: ROT13

Qrfcvgr fbyivat pnfr gjb gur vagraqrq Frny vachgf jrer abg pyrne

Sbe yvarf friragrra/rvtugrra, gur fjnc orgjrra ertvfgref bar naq gjb pbhyq unir orra vagrecergrq nf na bss ol bar obhaqnel reebe vafgrnq bs na havavgvnyvfrq ertvfgre reebe. Cyhf, vg jnf hapyrne juvpu bs gur gjb yvarf pbhagrq nf univat gur snhyg. Gur qvfgvapgvba jnf zber nobhg pbqr pbafvfgrapl engure guna pbqr ybtvp. Tvira gur nyy be abguvat inyvqngvba flfgrz vg jnf zber bs na vffhr

Zber rkcyvpvg obhaqnevrf ba pynff qrsvavgvbaf naq Svefg Unez pbhyq vzcebir guvf

For the tutorial/opening of cases

The tutorial skipped forward too easily since going back required restarting the tutorial

It has all the necessary detail buried in it, but not in the most accessible format

Rich text here would help with readability to highlight keywords e.g. keybings & selectables

Each case needs to start with the Context/Situation

Emphasise the top right box - perhaps start each case with a duplicate of it as a centre popup or similarly highlight when starting new

Similarly, this could use rich text formatting to highlight the core issue/keywords

There were a few other potential UX improvements

Easier method of skipping to specific line in The Listing - e.g. either double click or with breakpoints have pressing R skip to head when selecting the final line

Option to remove selections from The Seal more easily

Option for switching keybinds would help - especially for home/end 

Tutorial box didn't block raycast causing selection of memory behind the box when clicked on

Highlighting of what can be selected in The Machine - perhaps a soft outline fade in when hover over

Would be useful if Flag/Tape Head/Clock also have a highlight when selected

Selection for Memory has outline same colour as fill - making these two states more distinct would increase clarity

This is the most useful thing anyone has sent me about this game, thank you.

The seal ambiguity is a real one, although the uniqueness of a case is machine-proven before it ships, what that proves is that no other repair explains the trace. It does not prove that the six class names carry boundaries clear enough to pick between, and your two readings of that swap are both defensible from the listing. Explicit definitions for the six, and for First Harm, are going in before the Steam build on Wednesday.

The tutorial is even worse than you found: any key advances it, and the back key skips the whole thing. That is why you could not go back. A back step and a deliberate skip are going in too, along with the machine showing what can be clicked, which I suspect is half of why the seal felt unclear.  

Thanks again, great feedback.

You're more than welcome.

I'd also want to thank you, both for creating this game, but also for taking what I said in good faith.

I love a good puzzle, anything that helps keep the focus on solving it is a win for me.