Merger-Mystery

Merger Mystery — Game Design Document

Working title. Merge-puzzle × episodic murder mystery in a pastel dollhouse world. Mobile-first PWA.

Play the prototype · Case 1 · Case 2 · Art & audio style guide

1. Pillars

2. Core Gameplay Loop

Session loop (2–5 min)

  1. Evidence Table. A 6×7 (prototype) or 7×9 board, themed per scene, seeded with raw unidentified items.
  2. Spend Candlelight (energy) at a Source (crate, kit, filing cabinet) to spawn a tier-1 item.
  3. Merge matching items to promote them along a forensic chain.
  4. Reveal tier. The final merge in a chain consumes the item and yields a Clue Card.
  5. Pin the clue on the Red-String Board by stringing it to the suspect it implicates. Wrong links snap and cost Composure (a soft penalty, never a fail state).
  6. Eureka checkpoint. Enough correct threads trigger a silhouette-and-spotlight beat that unlocks the next scene.
  7. Showdown. At episode end, confront suspects by presenting the right clue against each claim.

Episode structure (~1 hour, 10–15 short sessions)

| Phase | Content | Time | |—|—|—| | Prologue | Deadpan cold open, body found | 1 min | | Scenes 1–3 | 3 boards, 4–6 clues each | ~45 min | | The Web | Board consolidation, contradictions | 5 min | | Showdown | Confront 3–4 suspects | 5 min | | Epilogue | Twist and cliffhanger | 1 min |

Mystery-specific mechanics

2b. Generators (Sources on the Board)

Sources are items on the merge board, not a menu. Each chain has its own generator line that levels up by merging.

Level Charges Refill Spawn weights (tier 1 / 2 / 3)
1 6 30 s 100 / – / –
2 8 30 s 65 / 35 / –
3 10 28 s 30 / 50 / 20
4 14 26 s 10 / 35 / 55

Example line (Forensic): 🧰 Field Kit → 🧫 Petri Bench → ⚗️ Chem Bench → 🏥 Forensic Lab.

In the full game, generator cooldowns replace global energy as the pacing lever, and speed-ups or extra charges become the natural monetization hook. The prototype has no global energy.

2c. Tools, requests and retention

3. Merge Chains

Chains run 4–6 tiers and end in a Clue Card. Keep them short; deep chains mean tedious tile counts on a small grid.

Chain Tiers Reveal
Forensic Chemistry Dust Mote → Powder Pinch → Vial of Residue → Lab Slide → Chromatogram Toxin ID: Belladonna
Witness Testimony Whisper → Rumour → Statement Fragment → Signed Statement → Timeline Alibi Broken (two statements of different witnesses can merge into a Timeline; a mismatch yields a Contradiction)
Fibres & Fabric Thread → Fibre Tuft → Cloth Scrap → Sleeve Fragment → Reconstructed Glove Left-handed killer
Ballistics Casing → Bullet → Trajectory Rod → Angle Map Shot from the balcony
Ledger Receipt → Invoice → Bank Slip → Forged Signature Motive: embezzlement
Séance (red herring) Candle Stub → Wax Pool → Spirit Board False ghost clue

Cross-chain: a Vial merged with a Reagent skips a tier. Sources level up to spawn higher tiers.

4. Art & UI Guidelines

Direction: Dollhouse Cluedo. A Wes-Anderson dollhouse crossed with a board-game murder mystery: pastel, symmetrical, flat and deadpan, where a grim crime plays out in a tidy, polite world. Merge items need bright, distinct silhouettes, and this look gives them that. Dark, gothic moods are saved for the big beats (the showdown and the string board) instead of being the whole game. Full detail is in the style guide.

5. Monetization & Pacing

Energy (“Candlelight”): cap 100, ~1 per 3 min. Spawning costs 1; merging, pinning and confronting are free. Never gate story beats. Generous starter buffer, daily stipend, soft-lock protection.

Cadence: Case 1 (and ideally Case 2) fully free. New cases biweekly or as seasons. A daily “Cold Case” mini-board for retention. Cliffhanger endings drive return.

Model Fit Notes
Case packs / season pass ★★★★★ Cleanest fit for episodic narrative
Cosmetics ★★★★ Board themes, string colours, detective outfits
Hint currency (“Inspiration”) ★★★★ Reveal a clue location or next merge
Energy bundles ★★★ Modest, optional
Rewarded ads ★★★ Opt-in; PWA ad SDK support is limited
Subscription ★★★ Faster regen and unlocks, as an add-on

Fairness: no selling answers; transparent costs; a non-paying daily player finishes each case in a reasonable window. Web payments (e.g. Stripe) avoid app-store cuts, but check current policy for target platforms.

Metrics: D1/D7/D30, case completion, drop-off by tier, empty-energy quit rate, pack vs energy conversion.

6. Technical Considerations

Engine: PixiJS v8 for the board and effects, HTML/CSS overlays for dialogue and case-file text, GSAP for tweens, Howler for audio. Phaser is a heavier alternative that prototypes faster.

Rendering:

Mobile web: cap devicePixelRatio at ~2 (1.5 on low-end); fixed logical resolution (e.g. 750×1334) with safe-area insets; Pointer Events, touch-action: none, drag threshold; 30 fps mode and pause when hidden; per-case asset loading and unloading, KTX2/Basis textures where supported.

PWA: Workbox service worker for offline; IndexedDB for saves with optional cloud sync; manifest and splash. Expect iOS quirks (storage eviction, limited push), so make saves resilient and encourage sign-in.

Architecture:

Budgets: shell < 3 MB with lazy-loaded case assets; 60 fps on a mid-range 2–3-year-old Android; < 50 draw calls on the board screen.

7. Roadmap

  1. Digital prototype of the merge → reveal → pin loop. ✅
  2. Contradiction merges ✅
  3. Scene progression and showdown ✅
  4. Art and audio pass ✅ then re-themed to Dollhouse Cluedo (plus a Night variant). See the style guide.
  5. Install and offline play ✅ (manifest, service worker, icons).
  6. Data-driven cases ✅ and Case 2 ✅. A case is one file in cases/.
  7. Custom vector icons, raven and scene banners ✅
  8. Hints, Magnifier, requests, Daily Casebook, growing table ✅
  9. Launch prep (next): analytics funnels, balance pass from real playtests, accessibility review, store/web listing.
  10. PixiJS port with commissioned art, once the design has settled.