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Doxa

Say what you believe. Then stay consistent.

Doxa asks you what you believe and then remembers every word. The only way to lose is to disagree with yourself.

Four claims to defendBefore the first case, the game tells you what you believe. The rest of the run tests it.
The interview roundEach round is a case before the tribunal and a few short answers. The rail on the left is the time you have to pick one.
Caught outContradict an earlier answer and the game quotes both back at you, then moves you into the interrogation room.

Sounding sure is the trap

Interviews reward sounding sure. I wanted a game where that works against you, because the panel keeps the transcript and you do not. Say one thing early and something different later, and somebody notices.

A clock that shrinks

Each round is a short case and a few possible answers, against a timer that drains while you read. The timer scales with the length of the question. It also shrinks round by round, so hesitating gets more expensive.

The interview tracks two things. It remembers your statements, and it tracks the drift in your values. Contradict yourself, or answer a repeated question differently, and you land in the interrogation room.

The room where it ends

Interrogation has more answers on the table, a tighter clock and one rule. A single contradiction ends the run. There is no win state. The only question is how long you can hold your position.

All the logic runs on the server. The browser gets plain text and sends back a position, never an ID or a tag, so there is nothing to peek at.

A hundred cases in

It plays end to end with 100 interview scenarios and ambient sound that leans on you as the clock runs down. The engine does not care about the theme, so new question packs can slot in later.