Green Room - There would be no lynch. The most pro-scum room there in the game. People would still be able to vote for "No Lynch", however, and "hammer" it to end the day early.
Grey Room - Anyone who moved their vote more than 3 times would be roleblocked. This was planned as an early game room - I thought the description would be alluring due to its uncertainty -, and the idea behind it was to create a dynamic that would leave PRs more hesitant to vote, while vanilla townies would be left with the weight of having to show constraint as well to not give away their position.
Purple Room - This one is similar to the Grey Room, but weirder and harsher. The player who moved their vote around the most during the day would be killed. Naturally, the idea wasn't to have any extra kills, but to make it so that people would only vote once during the phase.
The Red Room obviously would also have a glass wall, but players would only be able to vote within their own groups.
Since town didn't have that many active PRs, I decided to add two identical sleepwalkers to dillute the tracker's and the self-watcher's powers. Just as easily as you trusted WSD, a different player in your position could've ended up deciding to thunderdome him over the claim - maybe suspecting a role cop, or even a scum equivalent of their own power. The names were there to add a little spice to that doubt (or to reinforce the trust).
Game was fun, Brazil . Not a fan of RNG and how swingy it can be, but it worked out well. I was kinda cheering for Hecht after I died. Felt bad my role torpedo'd his claim. Inconsistency between roes almost always leads to a lynch, wrong or right. That would maybe be my biggest feedback for game balance.
Also really wish we'd codify the scum kill/no kill options.
I'm not a big fan of RNG either, but I figured I could get away with a single element like that in there. Naturally, it turned out to have a big impact, haha.
The inconsistency between the three BP roles was purposeful, as Stan's Berserk Mafia - a game in which all scum roles had asymmetrical equivalents within town - was one of the big inspirations for this game. I liked that, and I wanted to use those small differences as a balancing tool. Since the self-watcher's power was passive, I wanted to give that player an edge. With the knowledge that they'd be warned if their BP was hit, they'd have reason to suspect claims from the neutral and scum BPs.