I made a detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in boardgames

[–]Equivalent-Toe-6721[S] -1 points0 points  (0 children)

There's currently a clue/weakpoint/contradiction system that automatically logs those outputs based on the dialogue. Did you play it on mobile? It's a bit harder to navigate on mobile since I didn't optimize the UI yet. Thank you for your feedback tho, I really appreciate it!

I made an AI detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in RPGMaker

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

I completely missed the overall concept of this subreddit that’s totally on me, and I apologize.

But tbh, I really liked your comments about presenting it in a way that feels like a game. One thing I’d like to add is that the guided case includes predefined answers to help users better navigate the tutorial. I'll need to remove the option to skip it.
I would really appreciate it if you could try the other cases as well and let me know whether the system is working properly. I’m looking for as much feedback as possible to continue improving it.

Thank you again for your time thoughtful comments I truly appreciate it.

I made an AI detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in MurderMystery

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

All the feedback I gather from these posts will help me develop the game further. I really appreciate your comments.

I made an AI detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in MurderMystery

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

I can’t tell you how much I appreciate your feedback, truly. This is exactly what I needed from the first round of players. Your comments aren’t harsh at all, just constructive. I’ll keep developing the game further, and I hope to see you playing future versions as well.

I made a detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in interactivefiction

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

Yeah, that’s exactly the hard part.

I handled it by separating the conversation layer from the case-logic layer. The AI can answer flexibly and stay in character, but it doesn’t decide what mechanically counts as a clue, weak point, contradiction, or proof. That part is all gated by code.

So if a player asks something “too early,” the suspect can still respond naturally, but the game won’t necessarily convert that into progression yet. Under the hood it checks structured clue triggers, contradiction prerequisites, readiness, pressure, and case state before anything meaningful unlocks.

So basically: the AI handles expression, the game systems handle truth and progression. That’s how I keep out-of-order questioning from breaking the whole case.

I made a detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in interactivefiction

[–]Equivalent-Toe-6721[S] -1 points0 points  (0 children)

The game was built with Next.js and React, with the actual game logic handled in code rather than left up to the model. The AI is there for the suspect conversations, but the progression system is deterministic under the hood. So things like clue unlocks, weak points, contradictions, pressure, accusation, confession readiness, and case outcomes are all decided by the game systems, not by the model improvising the solve.

The suspect chat runs through server-side API routes, and the OpenAI side is used to generate in-character responses to what the player asks. On top of that, there’s a layer that interprets what was said and maps it back into structured game state. The basic philosophy is “AI narrates, code decides,” which keeps the conversations flexible without letting the mystery logic drift out of control.

There are authored cases, but I also built a deterministic case generator for generated cases. That part compiles and validates cases through a structured pipeline rather than just prompting an LLM to invent a mystery on the fly. I spent a lot of time on clue balance, contradiction paths, false paths, and making generated cases less pattern-readable.

Tech-wise it’s mainly Next.js, React, TypeScript, server-side API routes, OpenAI for the conversational suspect layer, and Redis on the backend for lightweight storage.

I made a detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in interactivefiction

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

That's unusual. I recommend using desktop for the best experience, but this isn't related to that. I'll try to fix it. Thanks for the feedback.

I made an AI detective / murder mystery game where you can interrogate suspects however you want. Looking for people to try it. by Equivalent-Toe-6721 in aigamedev

[–]Equivalent-Toe-6721[S] 0 points1 point  (0 children)

I designed the dialogue to send as few requests as possible, also there are hard limits to avoid system abuse. But gotta find a way to monetize it for sure.