There's too much information per ten second window. I am an incredibly fast reader and still couldn't keep up. This game obviously encourages skimming to look for keywords. This is not something I'm very good at, since I'm used to just reading linearly very fast and not thinking about how I'm reading. So it could be partially skill issue, but I am convinced that the timing is too tight to the point where meaningfully engaging with the game is near impossible.
I also made a game this jam where I was intentionally overwhelming the player with information. I think I learned some important lessons from playtesting that I'll talk about in my feedback here.
1. It is tempting to overwhelm the players so thoroughly that they understand nothing . After all that's the very point we are trying to make with our games, this could be viewed as achieving the intended experience. More difficulty is just selling that premise harder. I think this is a mistake. Understanding is a spectrum with being lost on one end and mastery on the other. Our target should be the sweet spot in which a player is trying their hardest to understand but it's still overwhelming. When the experience is too overwhelming, players give up. They won't engage with it the experience can be simplified to "have no idea what is going on".
It's better to have the players invest themselves into understanding something, and then overwhelm them. There must be a finely tuned balance where the experience isn't just all impossible complexity. If you go too far on difficulty then you ruin it.
I think the fundemental problem is this game is that it goes so far in being absurdly overwhelming that I grew apathetic and couldn't appreciate anything
2. It's so easy to keep adding funny and interesting complexities . We should be aware that these increase difficulty in a compounding way, instead of linearly per feature as might be intuitively expected. Varibles such as the amount of noise, amount of different types of information , facts that have to be kept in working memory and strangeness of information all interact in complex ways. Be careful in making one of these more difficult when that change exists in the context of all the others.
There's a lot of things that individually would be fun in this game, but all together makes it cross over to being "too much". Laws covering specific edge cases and potentially contradicting with lower order more general laws. Having to parse details such as age and gender, especially adding in NB. Having to keep all the laws in your head. Reading through the noise of the scenario for the key information. Not getting distracted by the silly details. Having to quickly connect the scenario info with the relevant laws to make judgement. If I had to do some of these things, the game would be fun. It could be the right amount of overwhelming. All of these together, especially within a mere 10 second window is the problem for me. I am convinced the right answer would be to cut something.
3. Decide which information streams you want to be challenges and which you want to be helpful to the player. Having footholds for the player can be helpful in reaching the aforementioned balance of difficulty. Without things that actually help in understanding the only way to hit an interesting difficulty is to carefully make sure you don't go too far. I think this game suffers from having nothing in the player's corner. Perhaps the laws could be reworked to be more easy and useful to parse, which could have huge effects on the entire experience. Perhaps you could seperate the experience of reading new laws and judging new cases; giving you time interact with each.
Consciously acknowledging what is meant to be helpful and what is meant to be annoying goes a long way in intentionally designing things. It's especially important to test out the things that are meant to be helpful, and make sure they are doing their job.