Yeah I'm really enjoying playing with the format in that way! The issue I'm having is making sure the game doesn't go on for too long, so I'm trying to balance the number of pulls etc. One mechanic I'm stealing from Rose Quartz is having the player twist the tower like a helix after rebuilding it, to make it fall faster the second time reound - which will also represent the killer becoming more frantic/speeding up their ritual. There's a long way to go on this game yet and I don't think I'll finish it during the jam but I'm really happy with where it's headed.
As I mentioned on Twitter, I'm now considering multiple oracles (well, two at least, possibly three) for my Castle Dracula idea. But as you said, I don't want the game to drag on for two long. (Though now that I've said that, I'm rather interested in knowing how long a game can go, and if it'd continue to be fun.) Other ideas I had on making the tower fall faster after each reset were 1) rolling more dice for initial pulls, and 2) having cards that force multiple pulls.