Hey Zen00, thanks for the feedback! I totally agree with adding more complexity. We were - obviously - limited by time constraints, and had to fit our scope for our two-man team, which left off expandability. This was inspired by a niche multiplayer genre, actually, from games like "Keep Talking and Nobody Explodes" and "Spaceteam." We were curious what a single player game like that would be like, and we learned that it's equally difficult to play, but less of a draw due to the lack of social interaction; it also requires a LOT of audio work. (Just in this short prototype we had multiple hundreds of edited and mastered voice lines). In conclusion, I think this genre is best reserved for multiplayer.