Info about CaseCracker:

Official game description:
Play Tips
=========
*   This game is the first installment in the CaseCracker series. For subsequent storylines, you can continue with CaseCracker 2.
*   The demo presents the first case of CaseCracker, which is free to play. After purchasing the full version, it will be automatically merged into the full version archive in future playing.
*   Clearing the main storyline will provide the core experience of the game, but finding all the clues and completing the game will reveal more hidden plots and a more comprehensive worldview.
*   Only cracking the main story line can get the core experience of the game, but finding all the clues will help you learn more hidden plots and have a more complete Chicheng worldview.
About the Game
==============
As a tester, you must complete the case's cracking under the system's rules. The cracking process of the case is very similar to the real police case. The cases in the system all happened in Chicheng and are stored as key clues.  
Each clue contains different and essential information about the case. You need to constantly find new clues by looking at the information and fragmenting the clues. The content pieced together the completed case in your mind and reasoned out the course of the case.  
As long as you answer the correct questions about the case in the system, you can crack the case. After cracking the case, you can view the criminal’s “criminal statement”.  
Clues are interconnected. To move the case forward, it is necessary to find the information needed to discover another clue from one lead.  
In the process of cracking the case, you sometimes need to perform special operations on some clues, such as inferring the motives of the characters to complete the "search warrant" for the clues of the characters and inferring a reasonable time to "invoke the monitoring" to check and reason out. After the correct password of the encryption clue is "decoded", the encrypted content can be viewed, and so on.  
The more user-friendly design is that you can ask the system for help when you have no clue. The system will give you a certain range of tips, but a certain amount of investigative points will be deducted.  
After you have solved all the cases, Chicheng police will give your final evaluation based on the detection points and your performance.  
*   You can proactively choose the direction of the investigation. No passive choices.  
*   All cases are in the same worldview. Independent but also connected.  
*   Hidden dark lines. You can dig into puzzles outside the game. More than one ending?  
*   One playthrough. Make sure you take every choice seriously!
Disclaimer:
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This is a text-only game with no motion pictures. The story takes place in the "Chicheng City" worldview. If there are any similarities, it is purely coincidental.
Thanks:
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Thanks to Ge Meiling, Shen Yongliang, Wang Xun, GT, and Chaochao for their help in the game production process, thank you family for your understanding and support, thank all friends who helped test and promote, and thank all players!

Release date: 19 Dec, 2022

Categories: Deductive Reasoning Puzzle, Investigative Gameplay, Single-player Story, Puzzle Solving, Multiple Endings, Note-taking Gameplay, Environmental Storytelling


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Engaging & Pure Deduction Gameplay (weight 0.99): Players consistently praise the game's core deduction mechanics, finding it fun, addictive, and highly satisfying. The game offers a pure, authentic detective experience, focusing on logic and problem-solving without unnecessary distractions, making players feel like real investigators.
- Interconnected & Layered Cases (weight 0.83): A standout feature is the intricate web of interconnected cases, hidden storylines, and Easter eggs. This design creates a complex narrative where seemingly independent cases reveal deeper connections, enhancing replayability and the sense of unraveling a larger mystery.
- Immersive Text-Based Experience (weight 0.14): Despite being text-based, the game achieves strong immersion through its realistic investigation simulation, intuitive UI, and atmospheric design. The simple interface and focus on text allow players to fully engage their imagination and deductive skills.
- Rich Easter Eggs & Hidden Content (weight 0.1): The game is lauded for its abundance of well-hidden Easter eggs and secondary clues. These elements not only add to the game's depth and replayability but also demonstrate the developers' dedication and attention to detail.
- Unique Single-Player Script-Murder Feel (weight 0.04): Many players describe the game as providing a high-quality single-player script-murder mystery experience. This unique format allows for deep engagement with the narrative and deduction process, akin to a tabletop role-playing game.
- Overall High-Quality Indie Title (weight 0.04): The game is consistently praised as a well-crafted and refreshing work, especially for an indie title. It sets a high bar for domestic deduction games, showcasing ingenious gameplay and a logically consistent story.
- Intriguing Meta-Elements (weight 0.04): The game includes surprising meta-features, such as the 'Sphinx' program appearing on the desktop after completion. These elements add an extra layer of thought-provoking mystery and engagement.

Common complaints:
- Unintuitive Keyword & Puzzle Design (weight 0.7): A significant number of players felt that solving puzzles and progressing often required guessing the developer's specific intent or exact keywords, rather than applying logical reasoning. This 'matching the author's thought process' approach was frustrating and detracted from the deduction experience.
- Excessive Difficulty & Frustration (weight 0.66): Many players found the game excessively difficult, tedious, and frustrating, often feeling like work rather than entertainment. This was exacerbated by unclear objectives, poor guidance, and a reliance on specific keyword matching rather than logical deduction, leading to frequent reliance on guides.
- Clunky Clue Management System (weight 0.41): The clue system is widely criticized for being cumbersome and disorganized. Players struggled with too many scattered clues, a lack of effective categorization, and an inconvenient UI for comparing and linking information, making progress mentally taxing.
- Weak Story & Character Development (weight 0.38): Players found the plot to be mediocre, predictable, and at times illogical, with many unresolved threads. Characters were often thinly portrayed, lacking depth and making it difficult for players to become invested in the narrative or feel a sense of achievement.
- Poor UI/UX & Interaction Design (weight 0.21): The game's user interface and overall user experience are frequently described as clunky, crude, and not user-friendly. Issues include disorganized layouts, difficult copy-paste functions, and an unhelpful note-taking system, hindering smooth gameplay.
- Inconsistent Deduction Logic (weight 0.16): The game's deduction logic was often perceived as weak, inconsistent, or overly restrictive, forcing players into a single, pre-determined path. This limited the sense of genuine investigation and often led to frustration when logical conclusions were not accepted by the game.
- Poor English Translation Quality (weight 0.11): The English translation is widely criticized for being sloppy, containing grammatical errors, and sometimes contradicting itself. This significantly impacted immersion and made it difficult to understand crucial nuances, especially in a text-heavy deduction game.
- Unsatisfying Endings & Reveals (weight 0.1): The game's endings and major reveals were largely disappointing, often feeling anticlimactic, abrupt, or relying on cliché motives. Players expected a more conclusive summary and a stronger sense of resolution after their efforts.

Gameplay feedback:
- Interconnected Case Structure (weight 0.49): The game features five interconnected cases, with an overarching narrative that ties them together. Solving later cases often requires revisiting information from previous ones, and the difficulty progresses as background clues are added.
- Core Gameplay: Text-Based Deduction (weight 0.44): The game's primary mechanic involves collecting clues, interpreting evidence, and making deductions through extensive reading and keyword searches. Players act as detectives, sifting through text documents, police reports, and testimonies to piece together cases, similar to a real-world investigation.
- Hint System with Score Penalty (weight 0.41): The game includes a hint system, personified by an officer named 'Watson,' who can provide assistance or even full solutions. However, using these hints incurs a penalty, deducting points from the player's case score.
- Investigation Score Lacks Impact (weight 0.32): The detective or investigation score, which is affected by hint usage, appears to have no practical effect on achievements or game progression. Players can continue to ask for help even with negative scores.
- Challenging & Brain-Intensive (weight 0.15): Players found the game to be quite challenging, requiring significant memory, logical thinking, and observation skills. The large volume of information, complex character relationships, and the need to filter for truth contribute to its 'hardcore' nature.
- Achievements & Hidden Content (weight 0.12): The game is achievement-friendly, with all achievements obtainable in a single playthrough. It also includes hidden Easter eggs and word puzzles, some of which are tied to achievements, though some players opted to skip or use guides for these.
- Manual Keyword Search System (weight 0.11): A key difficulty and gameplay element is the manual input of keywords for searching. Unlike some text-based games, players must identify and type in relevant terms themselves to uncover new clues and advance the investigation.
- In-Game Note-Taking Essential (weight 0.08): Due to the complexity and volume of information, many players found it necessary to take extensive notes, either using the in-game notepad feature or external tools, to organize clues and timelines.
- Player Role as Police Consultant/Tester (weight 0.04): Players assume various roles related to law enforcement, such as a rookie officer, a consultant assisting the police, or a tester for a new police investigation system, framing the gameplay as a simulated investigation or entrance exam.
- Watson's Hidden Identity (weight 0.02): The true identity of the 'Watson' character, who provides hints, is revealed only after completing the game and uncovering the secret of 'Sphinx,' hinting at a hacker-like mastermind behind the system.
- Mouse-Only Control (weight 0.02): The game is designed to be played exclusively with a mouse, and controller support is not recommended.

Performance notes:
- Game fails to display visuals (weight 0.04): Multiple players reported a critical issue where the game launches with only sound, or the interface is not visible, despite mouse clicks being effective. This prevents players from interacting with the game visually.
- Launch and progression blockers (weight 0.04): Players experienced issues preventing them from entering the game or progressing, such as 'enter system' or 'enter game' buttons being unresponsive. This can occur after the first launch or at specific progression points.

Recommendations:
- Recommended for specific player types (weight 0.37): The game is highly recommended for players who enjoy immersive detective, puzzle-solving, and text-based deduction games, especially those who appreciate intricate mysteries and logical reasoning. It appeals to fans of similar titles like 'Orwell' or 'The Case of the Golden Idol' and those who don't mind extensive reading.
- Sequel interest and developer support (weight 0.23): Many players expressed strong interest in sequels, with some immediately purchasing 'True Detective 2' after playing the first. There's significant anticipation for future works from the developer, indicating a desire for more content and continued support for the studio.
- Mixed reception and comparisons (weight 0.11): While many recommend the game, some reviewers had mixed feelings, with a few regretting their purchase or giving neutral/negative ratings. Comparisons were drawn to other games like 'Unheard,' 'Orwell,' and 'Cyber Manhunt,' with some finding those titles more effective in similar genres.
- Value for money (weight 0.08): Players generally found the game to be worth its price, especially when purchased on sale. The consensus is that it offers good value for the gameplay hours provided, even if not entirely perfect.
- Suggestions for gameplay improvements (weight 0.05): Players suggested several quality-of-life improvements, such as a mind map feature for character relationships, a single-case reset, and better Traditional Chinese character recognition. There's also a recommendation to use external tools like paper and pen for note-taking.
- Positive sentiment and developer recognition (weight 0.03): Some players expressed strong positive sentiment, nominating the game for awards and acknowledging the development team's effort. There's also support for the game as a domestic product.
- Overall positive ratings (weight 0.02): Several reviewers provided specific positive ratings, such as 7/10, A-, or C+, indicating a generally favorable, though not always outstanding, reception.

Other player notes:
- Demanding Deduction & Note-Taking (weight 0.22): Many players found the game extremely challenging, requiring intense mental effort and extensive note-taking to track complex interconnected cases, characters, and motives. Some felt it was too 'brain-burning' and suggested the need for a built-in notebook or mind-mapping tools.
- Potential for Sequels & DLC (weight 0.14): Players expressed interest in future content, including sequels that might resolve existing plotlines and potential DLC, particularly for specific character stories. This indicates a desire for further engagement with the game's universe.
- Text-Heavy & Novel-Like Experience (weight 0.13): The game is characterized by its significant amount of text, akin to reading a novel. While some found this immersive, others felt it was too much and required a specific mindset for enjoyment, suggesting it's not for those expecting a traditional story-reading experience.
- Mixed Reception & Niche Appeal (weight 0.12): Overall player reception is mixed, with some rating it highly and others finding it mediocre. The game's appeal seems to be highly dependent on whether its unique style and demanding gameplay resonate with individual players, suggesting a niche audience.
- Improve User Interface & Mechanics (weight 0.11): Players frequently requested improvements to core gameplay mechanics, such as the keyword selection, search functions, and copy-paste features. Suggestions also included better clue organization, direct clicking for clues, and a dedicated area for interactive elements to reduce scrolling.
- Consider Horror Tag (weight 0.1): A notable sentiment among some players was that the game's content, particularly the meta-game and certain invasions, warranted a 'horror' tag. This suggests the game evokes strong unsettling feelings for a segment of its audience.
- Translation & Language Support (weight 0.07): Several players expressed a desire for better language support, including fixes for existing translation issues, additional language options (French, Japanese), and a text-to-speech function to enhance accessibility and immersion.
- Comparison to Other Games (weight 0.05): Players drew comparisons to other deduction or narrative games like '全网公敌' (Cyber Manhunt), 'Unheard', 'Orwell', and 'The Case of the Golden Idol'. These comparisons help contextualize the game's style and mechanics for potential players.
- Minor Technical & Quality of Life (weight 0.05): Some minor points include suggestions for improving the game's process, a 'start new game' function, and observations about performance scores or hidden developer details. These are less critical but contribute to the overall player experience.
- Limited Workshop & Case Expansion (weight 0.01): The developer has indicated that the full version will not add more cases and workshop support might not be developed. This clarifies expectations for players hoping for community-driven content or official case expansions.
- PC Recommended for Best Experience (weight 0.01): One reviewer specifically recommended playing the game on PC with a large screen, keyboard, and mouse, suggesting that this setup provides the optimal experience for the game's interface and demands.
- Abstract Stories Optional (weight 0.01): One piece of feedback indicated that the abstract stories beyond the core investigations are optional and not strictly necessary for players to enjoy the main game, offering clarity on narrative focus.
- Pay Attention to 'Watson' (weight 0.01): A specific tip suggested paying close attention to 'Watson's' seemingly unintentional chatter, as it may contain hidden clues or reasoning ideas, highlighting a subtle gameplay element.

Emotions:
- Frustration (weight 0.22): Players frequently experienced frustration due to the game's high difficulty, particularly with abstract, far-fetched, or science-based riddles and puzzles that required matching the author's specific thought process. This was compounded by a clunky, unintuitive UI, poor guidance, and issues with keyword-dependent progression and clue organization, often leading to extensive manual note-taking and feeling stuck. Technical issues, poor translation, and illogical plot points also contributed significantly to this negative emotion.
- Satisfaction (weight 0.2): Satisfaction stemmed from successfully solving complex cases and difficult puzzles, leading to a strong sense of accomplishment and feeling like a real detective. Players appreciated the well-designed deduction mechanics, interconnected plots, and immersive text-based gameplay. The game's overall value, challenging yet logical design, and unique approach to the detective genre contributed to a positive and enjoyable experience for many.
- Disappointment (weight 0.12): Disappointment arose from the game not meeting player expectations, often due to a perceived lack of true deduction, simple or predictable plots, and an overall feeling of mediocrity. Issues such as poor optimization, uninspired puzzle design, inconsistent case quality, and a lack of immersive character development contributed to this sentiment. The game's ending and certain meta-elements also frequently fell short of player hopes.
- Excitement (weight 0.06): Excitement was generated by the game's immersive investigation, clever plot twists, and complex, interconnected cases. Players enjoyed the hardcore deduction gameplay, the discovery of hidden stories and Easter eggs, and the overall brain-intensive challenge. The unique meta-narrative elements and anticipation for sequels or future content also contributed to a strong sense of excitement.
- Enjoyment (weight 0.05): Players found enjoyment in the game's addictive nature, engaging plot, and the interconnectedness of its cases. The process of gradually unraveling clues, discovering Easter eggs, and the overall challenging yet fun deduction puzzles contributed to a positive gameplay experience. The game's unique text-based format and immersive elements resonated well with players who appreciated the genre.
- Confusion (weight 0.05): Confusion was primarily caused by unclear puzzle logic, abstract hidden plots, and an overwhelming number of clues that were difficult to organize or link. Players also experienced confusion due to poor English translation, similar character names, and technical issues like the game launching without an image or not responding. Some found the interconnected timelines and specific password/riddle designs to be particularly perplexing.
- Challenge (weight 0.04): The game was perceived as challenging due to its brain-intensive and complex puzzles, high information load, and the need for significant deduction. Players acknowledged the high difficulty, especially in later cases, which tested their memory, connection, and observation skills. The hardcore nature of the puzzles and the requirement for extensive note-taking contributed to this sense of intellectual challenge.
- Annoyance (weight 0.04): Annoyance stemmed from specific game design choices, such as the Sphinx program, forced replayability, and uninteresting side puzzles. Players were particularly bothered by the game's keyword-dependent progression, the need to guess the developer's intent, and the 'self-indulgent' meta-elements, including prompts to follow social media accounts or unwanted desktop installations. Poor UI, grammatical errors, and hints deducting points also contributed to this irritation.
- Admiration (weight 0.03): Admiration was directed towards the game's great plot, innovative gameplay, and strong immersion, especially considering it was often developed by a single person. Players praised the clever puzzle design, strict logic, and ingenious connections between cases. The game's unique approach to deduction, high quality, and effective use of the text format also garnered significant admiration.
- Anger (weight 0.02): Anger was provoked by perceived poor design choices, particularly the unauthorized installation of programs (like the Sphinx program or a desktop shortcut) without consent, which some viewed as a 'death threat program' or a privacy violation. Players also expressed anger over poor UX, translation issues, unresolved plotlines, and a general feeling of being 'tortured' or 'disgusted' by the game's quality and design, leading to regret over their purchase.
- Appreciation (weight 0.02): Appreciation was shown for the game's impressive puzzle design, clean aesthetic, and innovative game setting. Players valued the complex plot, solid deduction mechanics, and the developer's evident effort and humor. The immersive concept, realistic investigation feel, and the game's unique text-based approach were also highly appreciated.
- Joy (weight 0.02): Joy was a direct result of the game being fun, providing pleasure in crime-solving, and offering a very satisfying overall gameplay experience. Players expressed genuine enjoyment and considered the game a 'real gem' due to its entertainment value.
- Boredom (weight 0.01): Boredom arose from uninteresting side stories, a monotonous single presentation format, and the feeling of being stuck or 'in prison' during gameplay. Players found the deep investigation tedious, feeling more like 'work' than play, and lacked motivation to search for clues.
- Engagement (weight 0.01): Engagement was driven by the immersive and challenging experience, where players felt an active role in solving puzzles and analyzing relationships. The deduction process itself, the need for player imagination, and the exciting interaction of finding clues contributed to a strong sense of involvement.
- Hope (weight 0.01): Hope was expressed for future improvements, such as the addition of a text-to-speech feature, refinement of case details, and better mod interfaces. Players saw potential for the game to become a universal engine for deduction games and anticipated continued developer support and expandability.
- Interest (weight 0.01): Interest was sparked by the game's unique gameplay method, intriguing concept, and the interconnectedness of different cases. Some puzzles and the overall experience, along with pleasant music, also captured players' interest.
- Surprise (weight 0.01): Surprise was caused by unexpected achievements, the discovery of bugs that bypassed puzzles, and startling hidden events, particularly at the end of the game. The fake ending and the exponential increase in difficulty also contributed to this emotion.
- Dissatisfaction (weight 0.01): Dissatisfaction stemmed from external requirements like following a WeChat account or using expired links, which felt crude and inconvenient. Players also expressed discomfort with the game's overall feel, poor UI, and a deduction process that wasn't smooth, leading to an average experience where clues didn't always lead to conviction.
- Neutrality (weight 0.01): Neutrality was observed when players acknowledged that while the game might not be for them, others could still enjoy it. This included a realistic feeling of police investigation and the far-fetched worldview not significantly impacting the core deduction experience, leading to a lack of strong desire to play a sequel.
- Concern (weight 0.01): Concern was raised regarding the game's meta-elements, specifically the privacy implications of the game asking for or 'locating' a player's real home address. There was also concern about limiting the game's audience and the potential for forgetting details if the game wasn't played in one continuous session.}