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> oh, v quick comment on the disasters: they're meant to be unavoidable in some cases, acting as a hard timer that doesn't look like a hard timer.

Hmm, if there's going to be some disasters that kill everyone and others that are avoidable, I think I'd rather know which one is coming. Perhaps the one that's going to kill everyone should be called a "catastrophe" so that way everybody knows a big one is coming, changing up the social dynamic to "we need to get out of this level now".

As it is, I think we largely ignored the disaster timer, just reacting when they happened but not really taking any action while the timer is counting. Whereas if we knew a "catastrophe" was coming, maybe some people (with lower HP) would be more inclined to cooperate to exit the level.

Iirc you can't really escape disasters.  It's not a hard timer to keep you exiting a screen before it's up, it's a timer to more generally add pressure. The timer sticks around between screens, I think.

But still, the social dynamic of disasters could stand to be sharpened a bit :)