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Unfortunately I had to cut out most of what I had planned for the religious alignment system and skills, but it still ended up costing a lot of time just to implement. Based on feedback from team members during development, I decided that having a complete story before the jam finished was more important than having all the mechanics fully used.

The political views is a huge issue that Comfy Basilisk's comment really made me consider. I think having more detail in the ending, plus maybe mentioning the kind of activism Kutaka did before the story, would go along way, but I think maybe having a character who is part of the revolution who is meant to be taken more seriously would help too. Perhaps they would have been forced out of the revolution due to ideological disagreements, and either assists Kutaka or gets in the way but as they are no longer part of the revolution, dealing with them doesn't end it.

(+1)

Well it's still a 72-hour project. I certainly didn't expect such a (relatively) rich narrative, and it does ask that its characters' views and motives have that much work and thought put into.
While you had to make do with seemingly-lightly-motivated characters contrasting against such a heavy topic, it's not something to beat yourself up for really. The way I see it, it's a miscalculation of the scope, and there's so much even a team can do within a small time. It happens.

From what I've seen overall (the game, its release state), and from your reply, I get that there are a lot of "could have been's" and "maybe's", but again I think that's okay. I got the point of the story and understood the intent of the planned mechanics through the gameplay, and if that's not already good, I don't know what is.
So truly, good job to you and your team. Even though I said I would have preferred to see the mechanics used to the fullest, that was still a damn good hour I spent playing the game!