A lot of people asked for a courtroom tutorial after the demo fest and we kept delaying it. Designing a simple and not unimaginably boring tutorial became an ordeal. Other tasks took over and courtroom tutorial was kinda pushed to back of the queue.
When we recently came back to tackle that beast, we realized court room was difficult. Justice.exe does not promise an easy game at all but courtroom was DIFFICULT; it was a black hole of numbers changing around player and almost impossible to understand.
First we had to get rid of constant need to track a bunch of small numbers.
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We added a pentagonal UI element (one moral per side) and they are color coded (reddish; low, greenish; high).
Now, you can still see magnitude of morals as numbers while selecting an argument but you can also rely only on color coded bars.
Next, we transferred same system to jurors.
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Jurors' moral perception are now color coded as your argument morals (reddish; prefers that moral low, greenish; prefers that moral high), and there are no numbers to track. So, you can get a quick impression of how your argument aligns with jurors' morals at a glance.
Also, there was small issue of winning a court instance with a randomized jury. We have provided generic abilities to manipulate jury so that even if you are dealt a very bad hand of jurors, you still have the chance to win if you play strategically.
Some of those abilities are good early on, to get a sense of what jurors are like.
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Some of them are good towards the end, to extract maximum good will from jurors.
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We will update new courtroom UI and mechanics in demo build when we are sure it's not going to break anything.