I do try my best to make things balanced for any team to have a reasonable chance to win. I do not pretend to be able to make that an equal chance, I don't know if that is possible, and depending on your game philosophy it may not even be desirable - for instance, I pretty firmly believe that exclusive 3p wins should be inherently difficult and rare.
For this game, the design started with the idea to make The Entity have one, single power - the power of knowledge. That was the only thing genny had going for her, and that was very intentional. One could argue it's an inherently broken role, which is fine, we can agree to disagree, that particular critique just isn't helpful for me because it is the foundation that the rest of the game was built around. My goal for the rest of the design was to first build the wolf pack to allow them to withstand having a player in the game who knew who they were (but wasn't allowed to outright state she knew), make sure her win condition didn't allow her to win by just railroading the pack, and then balance the village in a way that allowed them to reasonably stand a chance against a wolf pack that had been designed with an extra member, without swinging too far in the other direction. And all of that while maintaining connective threads to the theme.
- The Entity inclusive wincon was inherently anti-village, but also fairly difficult for her to carry out given Ethan could have been any one of 8 players and she had no way of directly killing him. The exclusive wincon was intended to make it so she needed to allow the wolves to live long enough to narrow the player pool to the final 3. Since every wolf yeet reveals information about the rest of the pack and clears villagers through interactions, it was intended to make her work to keep them alive for some time, and then figure out how to manipulate the village into voting for them before the game ended too early, all without drawing too much attention to herself. That...obviously didn't go how I envisioned. I did consider tightening the relationship between Gabriel and The Entity and obscuring the other wolves more, and I think maybe that would have worked better.
- A 12 player game is a bit of a number balance anomaly, at least with how I typically balance numbers. 3 wolves feels like too many, 2 feels like too few. Given the existence of The Entity, I made the pack 3 because it felt like they needed that buffer since The Entity would eventually be targeting them. However, if you remove The Entity from the numbers equation, that is 3 wolves to 8 villagers, which is a little dicey considering there was no guarantee genny would actually have a negative impact on the wolf wincon or live long, given that I expected at some point she would draw wolf attention by pushing them.
- Given wolf numbers, I gave village more power. But I didn't want it to be easy for these PRs to be cleared just by existing, hence some being silent actions, some being limited use, some overlap in utility, and the seer being fairly crippled by 3 different roles and the ripple effect of distrust in her results that would be a longer-term consequence after the first inaccurate result.
- The wolves were all given abilities that were intended to provide a bit of a buffer against the village power, in case they got unlucky and all those PRs survived deep into the game or had made particularly good choices, or the Entity was particularly good at getting the village to follow their plans and decided to village-side excessively. I think given the chance to alter things, I would have given them some kind of information/investigative power as well. Obviously losing their blocker D1 was unfortunate given the rest of the setup.
I know that what seems balanced on paper (not claiming this game is balanced on paper, just that it did indeed seem that way to me when I finalized the design and randed roles) does not always stand up to the inherent unpredictability of player actions, and weaknesses in the game design often become more apparent during the process. That's why I am open to critiques and like to know how the game felt as a whole, regardless of the intellectual aspect. But hopefully this at least explains my thought process!