Thank you!
Yep, definitely there are many things to improve, and we plan to work on it! 90% of the current version was made in one weekend, with just a bit of polish later - so we went for arcade just for simplicity - a way to stimulate people stick to some areas where other bubbles are. We definitely need to go more into "sim" part :)
The "randomness" of interactions were to illustrate that all people are complex and even the green ones can emit red, and vice versa. But we probably overdid it :) E.g. most of the NPC bubbles emit their main color with 60-70% chance, and 30-40% to emit other color. That looked reasonable on paper, but given that players don't really keep track of that - those 30-40% are something that gets noticed/memorized. Which is actually cool, because it illustrates how stereotypes and attention attribution works - we remember deviations, not commonalities. But on the other hand, as you mention, it's confusing. So we need to find a way to both keep the complexity and reduce the confusion. Now I think that aura should fire more often (maybe continuously pulsating), with lower effect. This way the dominance of main color will be more visible, and the other colors will also appear sometimes even with lower frequency share.
Thanks again for the feedback, it got me a lot food for thought!