This document provides an overview and production details for the puzzle detective game "Another Case Solved". It summarizes the core gameplay mechanics which involve solving major story cases and smaller newspaper puzzles. Updates are planned to expand the story and improve based on player feedback. The development process utilized instant prototyping over 9 months with a small team. Both the puzzles and additional mini-games like crime scene investigations evolved iteratively prior to the game's 2014 release on mobile platforms.
3. Another Case Solved
• Game: story-driven, puzzle, F2P
• Development: AT Games
• iOS: Chillingo
• Android: Noddlecake
• Windows 8,Windows Phone 8: Syzygy
4. Core Gameplay
Big Cycle: strategic, I-must-go-back factor
• story progress,
• office and character development.
Small Cycle: tactical, I-cant-put-down factor
• earning in-game currency,
• unlocking story progress.
5. Big Cycle
• Major Cases:
storytelling,
earning stars and cash.
• Your Office:
investment,
spending cash.
• Your Character:
unlocking skills,
spending stars.
6. Small Cycle
• Newspaper Cases:
easy, repeatable, grinding
in-game currency.
• Tools: useable, buy
them with in-game
currency.
• Story Progress:
unlock Major Cases
with newspapers.
7. Scope of the Game
• Release Day: 3 chapters = 50 Major Cases
• Full Story: 5 chapters = 90 Major Cases
• About 200 newspaper cases.
• Release Day: at least 30 hrs of gameplay.
8. Rules of Investigation
• Connect Puzzles:
to solve a case gather clues,
different for every witness.
• Long Chains:
get bonus puzzles,
use them to max. the case.
• Limitations:
number of moves, target
numbers for puzzles.
21. Team and Methodology
• Code: 3,Art: 3, Design: 2, QA: 1.
• Instant prototyping, iterative development,
working game with placeholders,
improving-as-you-go.
22. Time Frame
• Start: October 2012
• Release: 20 March 2014
• At the same time:
to Jan. 2013 still working on Puzzle Craft,
from Nov. 2013 a new project.
25. What went OK?
• A game bigger and more complicated than
Puzzle Craft, in the same time.
• Merging puzzles with new mini-games.
• Updateable and portable.
• Lessons learned from Puzzle Craft.
• How ads were implemented.
27. What went not so OK?
• Testing balance: difficulty peaks, unplanned
frustration, exploits.
• Secret cases too secret.
• Polish localization.
• Facebook integration.
• Interface sometimes a bit clumsy.
28. Story vs. Gameplay
In a case, when we are
looking for Lucy...
... we can ask Lucy for
help.
Awkward.
31. Good Practices
• Separating balance from code:
config i localization in .xml and .csv files.
• Game state re-created on load,
no hard saving.
• Analyzing data and feedback.
32. Reception
• 2 mln downloads (first week: 1 mln)
• Average AppStore rating: 4,5 stars
• Metacritics: 67 „because IAPs”
• 100K likes
on Facebook
Our very first
fan-art!
33. Mr. or Ms. Detective?
• Different clothes
& face elements.
• Dialog
modifications.
• Separate
personal plots.
54%
46%
34. Let’s Talk Business
• F2P was a good decision
• Ads well implemented
• Better than Puzzle Craft
• Break even after 2 months
• Flurry is ok. Player has control over
if and when to see ads.