When designing the puzzles, I had to keep in mind our target age range. With 10-12 year olds, we needed to be sure to respect their intelligence while also giving them a fun challenge. I wanted to give players “checkpoints” so they’d know they were on the right track, but in such a way that they’d be hard to brute force. In the end, we decided to separate the game into three phases; players complete a phase by solving a few clues and placing their answers on the detective board. When all clues for a phase are in place, the game validates them: if all clues are correct, the phase completes, the players get a “good work” call from Jive and Sunset, and the next phase starts. If not all clues are correct, red light flashes, and the players are prompted to keep thinking about it. This system is inspired by games like Return of the Obra Dinn, which also validates player discoveries in groups of three.
It took a lot of iteration to figure out a good sequence of information to solve without overwhelming the players. In the end, we ended up with the following:
Phase 1
1) What was stolen?
2) Where were they stolen?
3) What was special about it?
Phase 2
4) What is the Hive?
5) Who last had the items?
6) Who wasn’t at the party?
Phase 3
7) Who did it?
8) What was their motive?
I wanted to give the players some easy, early wins. Clue 1 (What was stolen) can be solved almost immediately after watching the opening cutscene. As the experience progresses, the puzzles require more understanding of the world and the story.
I also made sure to have every clue have multiple ways of figuring it out. They could be solved by close inspection of the virtual world and graffiti pieces, but also through calling the characters and hearing their thoughts. We had a live facilitator who was able to provide any hints if players got stuck.