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Well, this just happens sometimes. Enjoy the LUCKIEST playthrough of your game lmao

Spoiler wall aside.

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I did not even know if I had found a troll "you kinda failed" ending or the real ending when I submitted the solution. I was shocked that it worked. It was only after the culprit is talking about 'changed my name ...' that I realized it was correct.

I also did not really understand the structure of the Locked Room Loop until going over it a few times. Thought the servant/game room were connected directly to the dining room and was confused about Dining having two entrances. Didn't even know how many keys there were. Eventually figured it out though.

My 'issue' with the Locked Room Loop is that the game, in-universe, points out a wordplay about the word "locked", and that kinda just keeps nagging at me the whole time there. It's never really denied, it's just a dumb global wordplay thing that I had to try to ignore because it being the solution would be dumb, and yet the solution in my opinion is still kinda using it.

Basically, as the forum posts in-universe point out, "it was locked" could be an adjective or adverb. That's not directly what the solution does but it feels too close to it IMO: "it was locked" in Erika's statement refers to "it was locked at one point in time". It's not even like I didn't think of the mechanics of the lock trick being the solution either - I just didn't connect it.

I thought Erika was the culprit and Beatrice did not mention unlocking the door because it was never locked at all, followed by 'checking' the door being locked referring to some other time it was checked. After the failure I just switched the culprit to Beatrice lol.

The remote kill was not what I anticipated at all. It was curious the game kept referring to a trap in that section. I just thought the bullet was shot through the wall. And if there was a gun sitting on the floor that's such a hilarious risk, and wasn't it supposed to be in the opposite room, not so easily visible?

I always wanted to code something similar to a "ur the killer simulator" so that was excellent to see in the first section. Really enjoyed that! Honestly for the purple truth summary - I kinda wondered about being able to, after a culprit's been selected, show everyone else's text as red or something, because they must be true now. Purple truth is so much about organizing a certain set of statements as lies, but it's hard to keep that list at once, I think.

Finally there are, y'know, typos ;)

"outside of of" is in a branch in the Locked Room Loop submission somewhere
"seperately" (instead of 'separately') is in the hints, somewhere.

I found those two while playing normally, then looked through the script to see if there was any more:

THAT means he would've had to at least run to then run to place

at least run to then run to at least run to then run to place to place to place to place to place


Anyway, it's been great to read one of your works again!

Thanks for playing! Sorry for the delayed response. Your reaction of seeing how to submit the locked room solution was quite enjoyable.

This is kind of off-topic, the idea of a killer simulator is something that's been constantly on my mind; it's just that it's tricky to come up with a consistent implementation. Not in terms of the actual gameplay but a satisfactory game loop itself -- if you make a hypothetical game where you're the killer, to keep it fresh, you need to introduce a kind of randomization/roguelike component to it. And I've been racking my brain for years now trying to figure out how to do it in a way where the randomization components are not obvious after the first few attempts. Do too much randomization, though, and it becomes an implementation mess.

Still thinking of it. I'll get it someday, I'm sure. Eventually.

When it comes to the remote kill, the idea is that Nanjo had pulled on the string so hard when bursting through the door after being shot that it was pulled from the opposite room out in the hallway. It was a small-caliber gun, though, hence why it was less noticeable.

Anyhow, thanks for playing again!

honestly I was kinda feeling like the delayed response might be because the way I solved it was so 'bad', lol. idk, it's probably not the path you were hoping players would go through

It sounds like the killer simulator idea is singleplayer, right? I've heard of Overboard (just lots of branching paths created) and Gnosia (randomization) which kinda do this, but probably aren't what you're going for.

I have had a similar thought about a future game I'd like to exist. It feels like 'social deduction' games with hidden roles don't quite simulate the experience of like, solving a murder mystery or gameboard, just because of the massive amount of hidden info and also there's like a "lack of possible tricks" imo. Like, you can definitely try to """deductively""" solve something in a social deduction game, or try to pull a trick and go 'undetected', but the lying/deception is the focal point there, which means even figuring out the killers involves the chance of not being believed. I also think this wouldn't work too well in singleplayer, as "AI figuring it out" would be luck based.

Thanks for responding :)

oh no no worries -- i can't say i'm prideful enough to consider any way of solving as bad -- as long as it's solved it's solved! that means you can't complain that it was too hard!!

overboard is fun but it's fundamentally a choose your own adventure -- the events that happen are all generally pre-determined so you're just tampering with existing routines. and Gnosia is mostly just mafia at the end of the day.

Thanks for playing!