Thanks, this was really useful - I've addressed your points in version 0.11.0 which is up now. The one-minute walkthrough coaches two squares and then just asks for the name of who was alone with the victim and the suppose lesson is gone from the opening screen. Suppose now just turns up once, when someone stalls on a case that needs it the first time. The hint buttons say what they show: “Where to look”, Next step”, “Answer”. If you happen to play a few more days, I’d love to hear whether the hints are pitched right on the Tricky and Fiendish cases.
Sir Percy's Lantern
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Clock the time. Solve the crime. A new 1920s murder every day.
Puzzle
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A printable, solvable 1920s murder-mystery party for 6 to 8 guests
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itch.io Community » Game Development » Get Feedback · Created a new topic Whendunit: a daily 1920s murder-mystery logic puzzle in open beta, looking for feedback
Hey everyone
I've just put a new free daily logic puzzle called Whendunit into open beta and I'm hoping to get some fresh eyes on it.
Each case is a floor plan and an evening, hour by hour. Guests move one door at a time, the clues tell you who was where, and the one guest alone with the victim at the time of death did it. A case takes about 5 to 15 minutes and plays on phone or desktop, right in the browser. Mondays are gentle; Saturdays are fiendish.
What would help most:
- Did the rules make sense within the first minute? (There's a 1-minute walkthrough and a 2-minute lesson on the "suppose" move.)
- Was any clue confusing or open to two readings?
- Were the hints useful, and did the hint / next step / answer costs feel fair?
- Did the difficulty feel right for the label (Gentle, Steady, Tricky, Fiendish)?
- Anything that broke, looked wrong or felt slow on your device?
Play here: https://percyslantern.itch.io/whendunit
Bugs and ideas are welcome here or on the game's community board, and I'll reply to all of them.
Thanks for reading!
Chris
Sir Percy's Lantern





