- Procedural generation: Murder mystery scenarios with a new culprit and clues each time, every play-through is unique.
- Permanent choices: NPCs, interactions, death, and a slew of other features will all persist until a new game is started. Every action counts!
- Notebook: Collect vital clues in the detective's notebook to help narrow down suspects and solve the case.
- Investigation: Interact with and examine numerous objects and characters in a number of environments in the search for more information on the killer.
- Countdown: Given a set number of days to solve the mystery, each area visited will decrement the time left, adding to the urgency of every case.
- Freedom of choice: Attempt to solve the case, or live out your remaining time doing as you please - be it fighting the law, going after gang members, or just seeing the city.
- Gunplay: Combat is generally to be avoided as a single bullet will take down the player. However, when necessary, the revolver is always available for use.
- Badges: Complete a variety of challenges to earn unique badges which directly influence future playthroughs.
- Statistics and Scores: Statistics and high scores for a wide variety of topics will persist through every game.
It's been a while since I've written a proper dev post. After the beta, I was consumed with adding features and preparing the game for release. Concurrently, I was also managing the Greenlight campaign, which is going pretty well so far. Every vote helps, so be sure to tell your friends! It's about time I wrote up a proper news post with all of the new updates.
One of the most major features that wasn't in the beta can be seen above. The badges screen is a key point to the game. It contains 30 seperate challenges that allow the player to unlock permanent badges. The challenges range from cumulative achievements such as collecting $25,000, to one-off accomplishments such as closing a case while being hunted by the police or the mob. The badges can be earned in any order. Every 3 badges unlocked increases the player's detective level, up to a maximum of 10. For each level, new bonuses are granted the the player anytime they start a new game. Check out the screenshot for a glimpse of what some of these bonuses are.
One major point of feedback I received from the beta was a more in-depth investigation. Thus, I've tripled the size of the notebook and made it chock-full of useful information. To add to this, each suspect now has a specific hobby. Clues will no longer just point to gender or group affiliation, they will also help the player discern what hobby the culprit has to further narrow down suspects.
For the hardcore players out there, I've added the option of changing the game difficulty between normal, hard, and impossible. These do a number of things each, such as making hunger far more dangerous and requiring deeper investigations to solve each case. On the other hand, score is doubled or triple respectively for hard and impossible modes. To account for this, the note in the player's home now notifies them which groups are out to get them. Hard mode sets one of the groups to hostile from the start, while impossible sets them both to hostile. One way to undo this is a new vendor who sells favor with each group.
There are so many other new features that I can't possibly cover them all in this post. So, the last thing I'll mention is I've added journal logs left by the killer on different days. Additional back-story was a highly requested feature. You'll have to grab the final version of the game to see how far it's come. The next news post will detail the final release date of the game. Be sure to keep an eye out for it!
Latest tweets from @entropy_phi
Mar 4 2014, 11:19am
Finally got Noir Syndrome Windows, Mac, Linux, and Android builds compiled and working. Feels good to have it all together for once.
Mar 2 2014, 3:34pm
@EEManio I'd be glad to! Shoot me an email or message with the details.
Feb 28 2014, 7:34pm
@AndrewBlakely ah, makes sense.
Feb 28 2014, 5:05pm
@AndrewBlakely what do you mean by that?
Feb 28 2014, 9:08am
@Henl3y that sub barely even has half that number in subscribers. Quite surprising, if that's the case.
Feb 27 2014, 6:55pm
My IndieDB page got more than 6,000 views overnight. I have no idea why. Any explanations?
Feb 27 2014, 6:50pm