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rose (escaped not sanitized)

Playing and watching the inspirations leads me to ponder the role of skepticism and doubt in game mechanics.

For example, in and there's always an obvious surface solution. In the former, it's some kind of monster and in the latter it's an alibi.

Many games have great mechanics for uncovering clues and testing hypotheses ( is great at this), but I think you might be able to make Doubt itself a resource.