Thanks for all the comments and bug reports!
I didn't get why my manipulated dood was instantly recognised and killed by one of the other doods.
Well... Yeah I know it is kinda stupid
(How can they know who's manipulated and who's not?)
but that way it's better for the gameplay. If they wouldn't know anything, then the game would have been quite different with sneaking and stuff... If you want a reasonable explanation for the trigger happiness of the guards then here goes: The guards have been commanded to kill anyone who moves out of their position.
I don't think killing yourself should be done the same way as killing the manipulated people. Sometimes I press down and don't even notice that I am actually killing myself when trying to go down a ladder or something and then I die accidentally. Happened twice as I was about to beat a very easy but long and tedious level. Then I figured out what was causing it.
I decided to keep down as the suicide button because I was running out of usable buttons and thought it would add something to the story and paranoia, like "If I kill those manipulated people with the down button, does that mean I'm being manipulated too?"
Some of the facts in mind reading go outside of the box. This happens a lot with the ones that contain names, but I noticed a few static ones that do this.
This was something I myself noticed right after uploading the game but I was just too lazy to do anything about it
... I'll fix it.
Possible ending bug:
The credits lists people you've killed even if you restarted the level after killing them. I guess this may have been intentional, though.
And about the ending, yeah it was intentional. I think it works but it does make it harder to go through the game without killing anyone.
I'll also try to fix those grammatical errors as soon as possible with the help of a Finnish-English dictionary