Q1. Does the clue-gathering phase feel tense and meaningful, or does it feel arbitrary and confusing?
Our whole game idea hinges on the Victim secretly leaving clues that are personal enough to point to the Killer but no so obvious that they give it away instantly. If players don’t understand why they’re gathering items, or feel like the clues are random, the core mystery loop breaks down. This is a role prototype- you just need a facilitator, a handful of household objects, and a few willing players acting out the Victim’s clue-laying behavior. My prediction is players will struggle with what counts as a “good” clue, and you’ll discover you need clearer guidance on how personal/abstract clues should be.
Q2. Does the 5min Trial feel like the right amount of time- enough pressure without feeling rushed or dragged out?
I think pacing means a lot in a short bluffing game. Too little time and players feel cheated; too much and the energy dies. This is a look and feel prototype- run a full round with paper cards and any random objects as props, and just time the Trial phase with a phone timer. I predict that 5min will feel slightly too short for 6-8 players but maybe okay for 4 (maybe timer could scale with player count).
Q3: Can new players learn the full turn sequence in under 2 min without a lengthy rule explanation?
With a 10min round target and a recommended age of 12+, the game has to basically be self-teaching. The phase sequence (identity deal > clue gather > weapon pick > murder > trial > vote) is more complex than it seems. This is an integration prototype- I think we could create a minimal but complete physical set of cards to prototype this (role cards and a one pg rule-card). I predict that the clue-gathering phase will cause the most confusion because the Victim’s prep happens somewhat in isolation (maybe we could have a dedicated “Victim prep” card?).