Game Design Document: Core Mechanics
Detective Investigation Game
The game forces players to be observant and critical of their surroundings at all times. Every puzzle is solved through careful observation, note-taking, and logical deduction rather than inventory puzzles or pixel-hunting. Players must actively think like a detective.
- Primary interaction key: E (universal “Examine / Talk / Pick up” button).
- All interactable objects, NPCs, and clues are highlighted with a subtle glow or outline when the player’s cursor hovers over them.
- Pressing E on a highlighted object/NPC/clue triggers the appropriate action.
- A Mind icon (brain silhouette) is permanently visible in the bottom-left corner of the HUD.
- Every clue collected is automatically stored in the Mind.
- A small, non-intrusive notification popup appears in the bottom-right corner whenever a new clue is added (e.g., “Clue added: Torn bus ticket – 14:32 departure”).
- Clues are text-based and can be reviewed at any time by clicking the Mind icon.
- Talking to any character uses the E key → classic dialogue box appears (styled exactly like Duck Detective: portrait on left, text on right, choice wheel at bottom).
- Unknown characters appear as “???” until their name is learned.
- Interrogation system:
- Click any clue in the Mind while talking to an NPC → the detective automatically asks a question based on that clue.
- NPCs can give new clues in their answers.
- If an NPC says something that contradicts a previously known clue, the contradicting clue in the Mind lights up with a red exclamation mark. Clicking it lets the player confront the NPC about the contradiction.
- Example dialogue flow:
NPC: “I was at the office all evening.”
(Player notices contradiction with “Bus ticket 14:32”)
→ Player clicks the bus ticket clue → Detective: “Funny, because this ticket says you left at 14:32…” - Some NPCs are not sure of some things.. adds "I think" at the end.
- Some NPCs maybe have to be bribed with some item or money to reveal info.
- People: Press I on any NPC to enter “Close Inspection” mode.
- Reveals detailed appearance notes automatically added to the Mind (e.g., “Gold wedding ring on left hand – engraved ‘A & M 2019’”).
- Some NPCs have small items on their body that become separate clues (watch, keychain, stain on sleeve, etc.).
- Large or cluttered objects: Press I to zoom in and scan (e.g., messy desk, car interior, bulletin board).
Bottom bar (always visible):
- Mind icon (left) → opens Deductions and Suspects tabs
- Inventory icon (middle) → collected physical evidence/items
- Map icon (right)
Tabs inside Mind menu:
- Deductions (main puzzle screen):
Fill-in-the-blank style deduction board.
Example:
“The killer is ___ and used ___ as the weapon because ___.”
Player drags collected clues from the sidebar into the blanks.
Basically any combination of the collected clues are possible, but only the logically correct one advances the case (prevents brute-forcing). - Suspects tab:
Profiles of every examined person with their appearance details and known facts. - Closed tab:
Automatically appears after a case is solved. Contains a summary of the solved case with all correct deductions. Clues associated with the case are also removed.
The game begins with a very simple personal investigation (exactly like the opening of Duck Detective):
The player (as the detective) investigates their own messy apartment/office to find their lost keys.
This teaches:
- E to interact
- I to inspect
- Collecting first clues
- Opening the Mind menu
- Simple deduction board
The detective (player character) speaks in first-person inner monologue to gently guide the player without breaking immersion.
Examples:
- “Well, thankfully, I remembered to take that piece of paper before leaving the scene…”
- “First I need to investigate the car. Something about those tire tracks doesn’t add up.”
- “I should probably talk to the security guard again… that alibi feels off.”
Certain levels feature a laptop or locked computer that requires password cracking as a mini-game:
- Player must combine clues from the environment and interrogations to guess the password.
- Example: Clues collected → “Wife’s name: Maria”, “Dog: Max1998”, “Favorite band: Queen”
- Player types possible passwords; correct combination unlocks files that contain new clues or evidence.
- Failure states are forgiving (no game over, just “Access Denied” and hint to gather more clues).
- Explore environment → use E and I to find clues.
- Talk to NPCs with E and interrogate using collected clues.
- Review clues in Mind → build Deductions.
- Solve deduction board → confront final suspect → case closed.
This structure keeps the game intuitive, fair, and highly replayable while rewarding sharp observation and logical thinking.