[HN Gopher] Show HN: Mystery-o-matic - A daily murder mystery to...
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       Show HN: Mystery-o-matic - A daily murder mystery to solve
        
       Author : galapago
       Score  : 49 points
       Date   : 2023-07-07 09:16 UTC (13 hours ago)
        
 (HTM) web link (mystery-o-matic.com)
 (TXT) w3m dump (mystery-o-matic.com)
        
       | tnecniv wrote:
       | If you like solving mysteries like this, I suggest getting a copy
       | of Cain's Jawbone. It consists of 100 pages out of order and
       | multiple murders. To win the game, you must not only solve each
       | murder but correctly order the pages.
       | 
       | It'll keep you busy for a while.
        
         | nemo1618 wrote:
         | In the same vein, I highly, _highly_ recommend playing Return
         | of the Obra Dinn. Slowly piecing together the fates of all the
         | people on the ship is deeply satisfying, sorta like a sudoku
         | puzzle.
        
           | galapago wrote:
           | Return to Obra Dinn is a great game, indeed!. I will also
           | recommend to check the Case of the Golden Idol.
        
           | thaumasiotes wrote:
           | > Slowly piecing together the fates of all the people on the
           | ship is deeply satisfying, sorta like a sudoku puzzle.
           | 
           | Return of the Obra Dinn relies completely on the fact that
           | you can make guesses and the game will confirm for your
           | benefit whether or not those guesses were correct. The
           | information you're "piecing together" is not actually present
           | in the game - you have to guess it, and sometimes the game
           | will tell you that that's what the game developers were
           | thinking too.
        
       | ajkjk wrote:
       | I guess it's implied that people only travel between rooms on
       | 15-minute boundaries, or something? And maybe it's implied that
       | the murderer always lies and the non-murderers don't? I dunno.
       | The clues are really confusing without understanding the meta-
       | rules behind them, which don't seem to be written down.
        
         | galapago wrote:
         | Hi, thanks for the feedback, let's take a look:
         | 
         | > I guess it's implied that people only travel between rooms on
         | 15-minute boundaries, or something?
         | 
         | Yes
         | 
         | > And maybe it's implied that the murderer always lies and the
         | non-murderers don't?
         | 
         | Right now, clues are always true, but the murderer will omit
         | saying something very incriminating. But since the website is a
         | prototype, this will most likely change in the near future
         | (e.g. murders can lie, but the other suspects will always tell
         | the truth).
         | 
         | > I dunno. The clues are really confusing without understanding
         | the meta-rules behind them, which don't seem to be written
         | down.
         | 
         | I think you are right, the website needs better (and more)
         | explanation, as well as an expanded tutorial.
        
           | ajkjk wrote:
           | (I still think it's really, really cool, by the way; please
           | don't get discouraged by the criticism. With some UX /
           | intuitability improvements it'll be awesome.)
        
       | galapago wrote:
       | I'm the developer of this mystery-o-matic.com, happy to answer
       | any question here or receive feedback!
        
         | ad404b8a372f2b9 wrote:
         | Very fun and original, I love imperfect information games. Took
         | me ~20 clues and a bit of guess work for this one.
         | 
         | I didn't see a description of what the titles meant (is
         | "constable" good?).
         | 
         | What kind of data structures and algorithms did you use to
         | represent the game, find a solution, and choose the clues?
        
           | galapago wrote:
           | Thanks a lot. I'm planing to add the exact description to
           | each rank very soon. The "constable" is the lowest rank,
           | motivated by this definition:
           | 
           | > a British police officer of the lowest rank
           | 
           | However, since English is not my native language, I don't
           | know how easy to understand this is.
           | 
           | Regarding the data structures, the engine generates a
           | complete program represents the mystery. Then, it uses fuzz
           | testing to find a solution (and minimizes the number of
           | clues). The engine to generate the mysteries will be open-
           | source soon!
        
         | dylan604 wrote:
         | How long did/will it take Parker Brother's lawyers to find out
         | about this?
        
           | galapago wrote:
           | grinning_face_with_sweat_emoji
        
         | bluepod4 wrote:
         | I don't see it explicitly mentioned in the instructions, but
         | I'm assuming that the room web/map means that someone can only
         | get to certain rooms by going through other rooms?
         | 
         | For example, in today's challenge there's only one way to get
         | from the living room to the bathroom by going through the
         | kitchen.
         | 
         | Is this correct?
        
           | galapago wrote:
           | Yes
        
             | bluepod4 wrote:
             | Thanks for the reply. I originally started filling out the
             | notebook without assuming this since I was getting
             | Clue/Cluedo vibes where you don't need to enter one room to
             | get to another technically. But this is cool.
             | 
             | Are you a huge fan of murder mysteries?
        
               | galapago wrote:
               | Yes!, I'm always looking for good detective stories or
               | games, in particular where the reader/player can actually
               | solve the case. Any recommendation?
        
       | frud wrote:
       | Do people always spend increments of 15 minutes in a room? Can
       | they run through a room to get to another room? That is, if the
       | map is A-B-C, can they be in A from 9:30-9:45, run through B,
       | then spend 9:45-10:00 in C?                   Dave said: "I saw
       | nobody when I was leaving the living room at 10:30"
       | 
       | Does this mean no one was in the living room when he left it? Or
       | does it mean no one was in the room he entered when he entered
       | it? Or both?
       | 
       | What is to stop a person from being in multiple rooms within a 15
       | minute period?
       | 
       | If a person exits a room at the same time someone else enters it,
       | does either see the other?
        
       | johncessna wrote:
       | I really like these types of puzzles. Here's some feedback:
       | 
       | I think I either missed a clue (i triple checked) or it came down
       | to a guess on the time. I hope it's the former and not the later.
       | 
       | I also had a couple of waste clues. Once I had the murderer, I
       | had a few possibilities of the murder weapon but then clues
       | narrowed that way down. Out of 4 weapon possibilities, having 3
       | clues say what the weapon wasn't is 1-2 too many, especially that
       | late in the game.
       | 
       | The graph was a little confusing. It's not clear that the
       | relation of the rooms matters from the game/clues, but the graph
       | makes me think it is. (this was written before I saw the how to
       | play link, see below)
       | 
       | I got a constable score. I have no idea if that's a good score or
       | a poor score, probably the later since I went through all the
       | clues.
       | 
       | The how to play link should be at the top in the first set of
       | directions on how to play. I think another commenter said that it
       | takes at least 15 minutes to change rooms. IE in the example if
       | Alice is in the kitchen at 10:15, she couldn't have been in the
       | bathroom at 10:00. She could only be in either the living room or
       | bedroom at 10:00 to be able to be in the bathroom at 10:15. I
       | didn't even make that leap until I had read that comment. Call
       | that out specifically!
        
       | jstarfish wrote:
       | Cute exercise in timelining and contact tracing.
       | 
       | Is this just randomized? It makes no logical sense and seems
       | unnecessarily confusing:
       | 
       | > The killer took the murder weapon from one of these rooms:
       | 
       | > The gun from the kitchen
       | 
       | > The knife from the living room
       | 
       | > The poison from the bedroom
       | 
       | > The rope from the bathroom
       | 
       | Poison (of the pharmaceutical type) is usually found in
       | bathrooms. Knives are found in kitchens, never near upholstery.
       | Guns are usually found in bedrooms. Living rooms usually have
       | something ropelike. If this is random, it's a bit fantastical,
       | and all of it is suspicious in itself. Maybe limit randomization
       | to shuffling 2 of the weapons around, because some red herrings
       | are expected.
       | 
       | Poison is kind of a crappy weapon for this game if you don't
       | account for it being able to kill without the suspect and victim
       | in the same place at the same time, only them both being in the
       | same place at _some point_ in time.
       | 
       | Also:
       | 
       | There isn't much reason to use the "?" flag on the chart as it
       | stands. Having a witness give vague, "don't remember exactly" or
       | excessively-timeboxed clues ("I was in the bathroom from 9:00 to
       | 12:00, leaving only to drop off some vinyl covers to the living
       | room so I wouldn't shart on them, but don't remember when that
       | was") would add some challenge. The murder solves itself if you
       | just follow the clues, plot the whereabouts of each suspect and
       | look for overlap.
        
       | psychphysic wrote:
       | Ashamed to say I can't work this out at all.
       | 
       | It's hella tedious having to click reveal clue and then open the
       | clue. Why not reveal a if available if you've got less than 3
       | available?
        
         | galapago wrote:
         | > It's hella tedious having to click reveal clue and then open
         | the clue. Why not reveal a if available if you've got less than
         | 3 available?
         | 
         | This is good feedback, I think the design is a leftover from a
         | previous iteration. I makes sense to reveal and open a new
         | clue.
        
       | pnemonic wrote:
       | Anyone here playing Shadows of Doubt on Steam?
       | 
       | Really cool idea and this reminded me of it. Seems like they
       | could be programmatically similar.
        
       | jonas-w wrote:
       | Reminds me of Black Stories:
       | https://de.wikipedia.org/wiki/Black_Stories https://www.moses-
       | verlag.de/black-stories-English/103646
        
         | galapago wrote:
         | Uhm, interesting, but I cannot find any examples of these
         | story/puzzles. Do you know where I can take a look to them?
        
           | jonas-w wrote:
           | Mhm interesting, didn't know that it is seemingly just a
           | German thing, only with some editions that are translated.
           | The stories are often very hardcore, but nonetheless we
           | played these as teens after School together or even in
           | school. It's an analogue "card game", one side of the card is
           | known to all who participate which contains the story and the
           | other side is only known to one person which has the
           | solution. The participants that don't know the solution only
           | can ask yes or no questions to the one who knows the
           | solution. I don't own one personally, and the only things I
           | found on the internet are some images of these cards, but in
           | german. You could try to translate one with Google Translate.
           | If you search for black stories on the official store you can
           | see that there are 135 different versions of it (some are
           | called different colors/names, e.g. pink stories, which are
           | more harmless stories for children or "pferde stories" which
           | are about horses)
           | 
           | Many of then have an example image attached.
           | 
           | I translated this one with DeepL for you. https://www.moses-
           | verlag.de/black-stories-8/106746
           | 
           | (Trigger Warning Eating Disorder)
           | 
           | Translation (story): > The queen
           | 
           | > After the meal, the queen died. If the guests had been more
           | boring, she would still be alive.
           | 
           | Translation (solution): > A beauty queen (like e.g. Miss
           | America) was invited to dinner every night after her
           | election. To maintain her weight, she stuck her finger down
           | her throat after each meal. At a reception she was involved
           | in many interesting conversations and forgot to retire to the
           | toilet after the main course. Her overfull stomach ruptured
           | and she died as a result.
        
       | vorpalhex wrote:
       | I was expecting a lot more information upfront. Even exhausting
       | clues left todays very ambiguous.
       | 
       | The UI on mobile feels lacking. I wanted key facts to be more
       | highlighted.
       | 
       | The flow of information feels unnatural. It feels more like a
       | semi-automated version of clue than solving a mystery.
        
         | galapago wrote:
         | Hi, thanks a lot for the feedback. This is actually my first
         | website, it seems I have to rethink a few parts of it
        
       | gaucheries wrote:
       | Got it pretty quickly actually. Maybe I just got lucky with the
       | clues.
        
       | tobr wrote:
       | Feels like a rough, very early prototype of a cool idea. I think
       | it would be much more interesting if each clue was a question,
       | like, "Frida, which room were you in at 10:30?" etc. Then I would
       | actually need to think about how to use as few clues as possible.
       | Now I don't think there's any way to get the answer right except
       | by guessing until all the clues eliminating murder weapons.
       | 
       | The UI for filling in who is in which room isn't great, it would
       | make more sense to say which room each person is in than who is
       | in each room - one person can just be in one room after all.
        
         | galapago wrote:
         | Thanks a lot for the feedback. The website is actually a
         | prototype, with rules subject to change.
         | 
         | > I think it would be much more interesting if each clue was a
         | question, like, "Frida, which room were you in at 10:30?" etc.
         | Then I would actually need to think about how to use as few
         | clues as possible. Now I don't think there's any way to get the
         | answer right except by guessing until all the clues eliminating
         | murder weapons.
         | 
         | This sounds a little bit like Clue, right?
         | 
         | > The UI for filling in who is in which room isn't great, it
         | would make more sense to say which room each person is in than
         | who is in each room - one person can just be in one room after
         | all.
         | 
         | This UI is similar to the one murdle, which supposedly allow to
         | make deduce (e.g. if someone is not in room A or B, then it
         | must be in room C). I need to think on how to improve it..
        
           | tobr wrote:
           | > This UI is similar to the one murdle, which supposedly
           | allow to make deduce (e.g. if someone is not in room A or B,
           | then it must be in room C). I need to think on how to improve
           | it.
           | 
           | You can simply flip the hierarchy - the top-level headline
           | should be the person, and the subheading should be the room.
           | That would make exactly the example you give easier, as all
           | the information is collected in one place. And you don't risk
           | filling in that the person is in two rooms at the same time.
        
       | digging wrote:
       | What do I make of these clues?
       | 
       | > Frida: I was in the $ROOM from 9:30 to 9:45
       | 
       | > Frida: I saw no one in $ROOM when I arrived at 9:30
       | 
       | > Frida: I saw no one in $ROOM when I left at 9:45
       | 
       | to me, the third clue felt wasted. I had already marked off that
       | nobody was there during that time. but does this also mean that
       | nobody arrived at 9:45, and that nobody left at 9:30? in other
       | words, do these clues tell me that nobody was in $ROOM between
       | 9:15 and 10:00?
       | 
       | anyway - pretty interesting game. I think it would be a _lot_
       | better if the user could ask specific questions.  "Where was BOB
       | at 10:30?", and then receive the clue, "BOB was in $ROOM from
       | 10:00 to 11:00" (because if you're investigating a murder, it
       | would be unthinkable not to ask "for how long" as a followup...
       | it should be a freebie). or maybe just "BOB was in $ROOM at 10:30
       | and left at 11:00" if you want to be trickier. this would give
       | the player some agency and hopefully allow the chance to unlock a
       | large amount of information with a well-chosen question.
       | 
       | also... does it really take 3 clues to determine the murder
       | weapon? maybe that's a legacy of the older Clue game (which I
       | haven't played), but I can't imagine showing up and having no
       | idea which of (poison, knife, gun, or rope) was used to kill a
       | person. by default, it should be obvious IMO (maybe there could
       | be confounding issues, like they have stab wounds but _actually_
       | died of poison and were stabbed afterward as misdirection), but I
       | guess that takes away a big part of figuring out who did it by
       | placing them in the room with the murder weapon. it would take
       | some work to rethink that part, I guess.
        
         | [deleted]
        
       | MD87 wrote:
       | It's a cool idea but it fell a bit flat for me.
       | 
       | > However, it's important to note that every clue you view will
       | have an impact on your overall score. Exercise caution and
       | strategic thinking as you navigate through the evidence and
       | interrogate the suspects to piece together the ultimate solution.
       | 
       | That sounds great! But what actually happened was I clicked
       | through clue after clue about person X being in room Y at time Z
       | until I eventually got told what the murder weapon wasn't three
       | times in a row. I didn't feel like I could exercise any caution
       | or strategic thinking; it was just "Nope, this isn't enough
       | information" over and over until "Yes, this is now enough
       | information".
       | 
       | At the point where I thought I had enough information, I realised
       | I hadn't been consistent in how exactly I was using the notebook:
       | does a tick in the "9:15" box means "They entered at 9:15" or
       | "They left at 9:15"? The boxes really need to correspond to the
       | times they're in the rooms, rather than the instants they move
       | between (so either labelled with a range: 9:00-9:15, 9:15-9:30,
       | or move the labels so they sit in the gaps in between).
       | 
       | Also the "How to Play" link isn't openable in a new tab (because
       | it's handled by javascript), and if you open it normally and go
       | back to the main page you lose all your progress
        
         | galapago wrote:
         | Hi, thanks for the feedback!
         | 
         | > That sounds great! But what actually happened was I clicked
         | through clue after clue about person X being in room Y at time
         | Z until I eventually got told what the murder weapon wasn't
         | three times in a row. I didn't feel like I could exercise any
         | caution or strategic thinking; it was just "Nope, this isn't
         | enough information" over and over until "Yes, this is now
         | enough information".
         | 
         | I need to think about this, but for sure the clues will be
         | refined to encourage this. Right now, there are only a couple
         | of types of clues and they don't feel very organic.
         | 
         | > At the point where I thought I had enough information, I
         | realised I hadn't been consistent in how exactly I was using
         | the notebook: does a tick in the "9:15" box means "They entered
         | at 9:15" or "They left at 9:15"? The boxes really need to
         | correspond to the times they're in the rooms, rather than the
         | instants they move between (so either labelled with a range:
         | 9:00-9:15, 9:15-9:30, or move the labels so they sit in the
         | gaps in between).
         | 
         | I need to think about this. English is not my first language
         | and it could be possible that some sentence are misleading to
         | native speakers.
         | 
         | > Also the "How to Play" link isn't openable in a new tab
         | (because it's handled by javascript), and if you open it
         | normally and go back to the main page you lose all your
         | progress
         | 
         | I should fix this, thanks!
        
           | MD87 wrote:
           | > I need to think about this, but for sure the clues will be
           | refined to encourage this. Right now, there are only a couple
           | of types of clues and they don't feel very organic.
           | 
           | Yes, with some more varied clues I can see how it could be
           | very fun. Maybe an extra type of clue could be associating
           | suspects with potential murder weapons (e.g. "Alice said she
           | never touched the rope" or "Forensic testing found traces of
           | Bob's DNA on the poison bottle").
           | 
           | Or maybe another type could be like: "Alice heard someone in
           | the bedroom when she was in the kitchen at 09:30". In the
           | right circumstances that could give you _just_ enough
           | information to deduce something.
           | 
           | I'm looking forward to see where you take it! :)
        
           | tnecniv wrote:
           | Related to the above, one thing that wasn't clear to me was
           | whether the first three clues should be sufficient to
           | identify the killer. From a game play perspective, I don't
           | think that matters because the theoretical high score
           | (assuming you solve it without randomly guessing) could just
           | be lower if you need extra clues for that problem due to the
           | first three not being sufficient. However I couldn't tell if
           | I was being dumb or I didn't have enough information.
        
             | galapago wrote:
             | You are right, it is very very unlikely that the first
             | three clues are enough to identify the killer in any
             | reasonable scenario. The ranking is still very preliminary
             | and it will be improved very soon.
        
               | tnecniv wrote:
               | I like the concept quite a bit though! Keep chugging on
               | it!
        
           | mpalmer wrote:
           | I agree a greater variety of clue types would make it more
           | interesting.
           | 
           | And then maybe each clue you reveal increases the chances of
           | some failure outcome (e.g. murderer escapes, kills again,
           | etc)? That would definitely prompt more caution and strategic
           | thinking before revealing the next clue.
        
         | masswerk wrote:
         | I second the concerns over the boxes time table. The boxes
         | should mark the spans _between_ the times given.
        
       | irridiance wrote:
       | Good fun. I think, though, that precision in language might be a
       | challenge. Some previous comments I concur. Over and above those,
       | I was very strict not to infer anything outside the minimum of
       | what was said. For example, "I was in bedroom from 10:00 to
       | 10:15" does not imply that "I was not in the bedroom before or
       | after that time". Or, "I didn't see anyone when I arrived" only
       | means I saw no one in the destination room, not that there wasn't
       | someone in the kitchen (that I must have walked through) or the
       | source room. Illogical that the murder could have happened up to
       | 11:15, at exactly the same time that the police arrive--unless
       | the victim phoned it in. These rules left ambiguity.
        
         | galapago wrote:
         | Thanks for the feedback! I agree that the rules and
         | explanations needs to be improved. I don't like the ambiguity
         | and I think the deductions you did are indeed, correct. I
         | should focus on improving the language in general, since
         | English is not my native tongue.
        
       | galapago wrote:
       | Obligatory comment, this website was partially inspired by
       | https://murdle.com (if you haven't tried yet, it is great!)
        
       | triceratops wrote:
       | I've long felt that the mystery game genre is cool in theory but
       | doesn't work in practice on computers. Most games end up being
       | menu clickers. Or you have to add puzzles. Which is fun, but a
       | puzzle game isn't the same as a mystery game.
       | 
       | Generative AI changes things. It's possible to make a more open-
       | ended game where you can act like a real investigator. Draw up
       | lists of suspects, order forensic tests, call experts, interview
       | witnesses, whatever you can think of.
       | 
       | I wish a game like that existed.
        
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       (page generated 2023-07-07 23:01 UTC)