I'm glad I spent the time to play this. Very different ludum dare game (given its a tabletop game) but it felt really polished, and I thoroughly enjoyed it. Great job, I'm sure its really difficult to put together a complete experience and then get people to actually play it, given that most ludum dare games take something like 5-30 minutes to check out.
This took me about 3 hours from opening the book to finishing my final journal. I got a score of 463 by the time of my final breakthrough. And I think I was *really* lucky for a few of my turns! I think the rules were simple enough to understand, but a few bits of feedback on the wording:
I think "If you didn’t fully comprehend the Snippet" section could probably be reworded a bit, I think its incorrect and it would be clearer if you maybe gave clear names to cards that are "still in" the snippet, and those that have been removed from it. Maybe there are "solved" snippet cards and "unsolved" cards. Or something like that
Furthermore, it seems there is a bit of a hack there that I'm not sure is intentional - the "remove an equal or greater total than the remaining cards" suggests that you can discard down as many extra cards of less-important suits as you want. You don't get that benefit when you fully comprehend, but I guess there is the score trade-off. I chose to not use this 'hack', and instead would make sure I didn't expend 'additional' cards past what was needed to cancel out (but overshooting by was fine as long as all of the cards were needed to cancel out the snippet)
I don't think the wording of how you win with two purpose suits was quite clear (but I only had one suit, so it didn't affect me).
I really enjoyed the journalling aspect, it made this game quite unique in LD. I've played "thousand year vampire" before, and I felt this gave me a similar vibe, to channel some creative energy in a directed way. I ended up being an author trapped in a cycle of publishing books that he didn't care about in order to get by... and driven by a mad urge for power. He learned how power was just as much about being smart and knowing your strengths as it was about brute force. He also learned that he was stronger with other people and they could be worked with or manipulated into his own benefit... which worked to great effect, although when all was said and done - was there anything more?
If I was going to provide some feedback on the journalling, I think I messed up a bit by basically rewriting the breakthoughs in my own words (through my own lens) in the journal, which was maybe a bit time consuming. I think I either should have just sucked it up and copy-pasted them (then focussed on my character's reaction to them). Or it might have been nice to have less-wordy versions of them, so I could flesh them out on my character's journey. I guess that wouldn't have given the same vibe though, because I enjoyed reading your 'influence' on my character's journey. Maybe it would be nice to have a suggestion on how you envisaged this working.
Interestingly, I seemed to get a breakthrough on almost every round, which didn't lead to my character struggling much. Perhaps the balance could be tweaked a bit to make the game a bit harder? I did like the breakthrough texts though, you did a nice job of twisting them around the theme of the different tracks (I especially liked the final club breakthrough, nice twist!)
Mechanically, I liked learning about the rules. They were fun, with a good balance between chance and strategy. I have never played "Shut the box", so I don't know what was original and what was a tweak. It was a simple hook that kept me thinking and planning ahead, without being too stressful. I recorded a mechanical log too which I'll post in a follow up comment because it doesn't fit in the character limit.