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How to Make a Mystery Visual Novel: Design Compelling Investigations

Learn to create mystery visual novels with satisfying puzzles, fair clues, and branching investigations. Master the art of interactive detective stories.

Mystery visual novels face a unique challenge: you’re designing a puzzle where the reader actively participates. Get it right and players feel like genuine detectives. Get it wrong and they feel either cheated or bored.

Why Mysteries Work in Visual Novels

The format offers something mystery novels can’t:

Active Deduction: Instead of watching a detective solve the case, players gather clues, question suspects, and draw conclusions themselves. The “aha” moment belongs to them.

Branching Investigations: Different investigation choices reveal different information. Miss a clue, get a different picture. Players feel the weight of their detective work.

Multiple Truths: Mysteries can have wrong solutions that still make sense—and the story can explore what happens when you catch the wrong culprit, or miss crucial evidence.

Core Mystery VN Systems

Investigation Structure

Most mystery VNs use one of these structures:

Linear with Branches:

Crime occurs

Investigation Phase (Player choice on who/where to investigate)

Clues gathered (different based on choices)

Confrontation/Accusation

├── Correct Solution → True Ending
├── Partially Correct → Partial Ending
└── Wrong Solution → Bad Ending

Episode Structure:

Case 1 → Solution
Case 2 → Solution
Case 3 → Solution (connects to cases 1-2)
Final Case → All threads converge

Open Investigation:

Suspects/Locations available

Player chooses investigation order

Discoveries open new options

Player can accuse when ready

Ending depends on evidence gathered + accusation

Clue Systems

How you handle clues defines your mystery VN:

Automatic Collection:

  • Clues found automatically through story progression
  • Player focuses on interpretation
  • Lower frustration, less investigation feeling
  • Good for narrative-focused mysteries

Active Search:

  • Players must examine scenes, ask right questions
  • Miss clues = miss information
  • Can frustrate, but more satisfying when it works
  • Good for puzzle-focused mysteries

Hybrid Approach:

  • Essential clues found automatically
  • Optional clues require active investigation
  • Optional clues improve outcomes but aren’t required
  • Best of both worlds for most players

Deduction Mechanics

How players prove their solutions:

Accusation System:

  • Players accumulate evidence
  • Choose who to accuse
  • Result depends on evidence quality
  • Simple but can feel arbitrary

Logic Puzzle:

  • Players must connect clues
  • “Present evidence when asked”
  • Wrong answers have consequences
  • More engaging but complex to design

Debate/Trial System:

  • Back-and-forth with suspect or in court
  • Present evidence to counter claims
  • Wrong evidence weakens your case
  • Highly engaging but most complex

Designing Fair Mysteries

The Knox Decalogue (Adapted)

Ronald Knox’s rules for fair mystery fiction, adapted for VNs:

  1. The criminal must be mentioned early - They should appear before the player can accuse
  2. No supernatural solutions - Unless established as part of the world
  3. No hidden passages without setup - Physical clues must be discoverable
  4. No undiscovered poisons/tech - Tools of the crime must be established
  5. No stereotyped culprits - Don’t let players solve it through genre savvy alone
  6. No lucky accidents for the detective - The player’s choices should matter
  7. The protagonist shouldn’t be the criminal - Unless that’s explicitly the game
  8. Clues must be shown to the player - No secret observations
  9. Sidekick perspective is honest - Don’t hide things the viewpoint character sees
  10. Twins/doubles require setup - No surprise identical people

Clue Visibility

Players should be able to solve the mystery before the reveal:

First-Time Solvability:

  • All necessary clues must be available
  • Clues must be recognizable as significant (even if meaning isn’t clear)
  • Red herrings must be distinguishable with careful thought

Testing Fairness:

  • Have playtesters attempt to solve
  • Track where they accuse and why
  • If everyone fails or everyone succeeds immediately, adjust

The “Aha” Moment

Design for the moment of realization:

Building to “Aha”:

  1. Present clues that seem unconnected
  2. Let player pursue wrong directions
  3. Add the final piece that recontextualizes everything
  4. Player realizes the truth before accusation
  5. Confirmation feels earned

Common “Aha” Triggers:

  • A clue that connects two unrelated observations
  • A contradiction in testimony
  • Realizing the timeline doesn’t work
  • Understanding a character’s hidden motive

Character Design for Mysteries

Suspects

Every suspect needs:

Motive: Why would they commit the crime? Means: Could they have done it? Opportunity: Were they able to?

Suspect Variety:

SuspectSurfaceHidden TruthRole
AObvious motive, seems guiltyActually innocentRed herring
BNo apparent connectionSecret connection to victimDark horse
CHelpful, assists investigationActually guiltyThe culprit
DSuspicious behaviorHiding unrelated secretComplication

The Detective/Protagonist

Your viewpoint character needs:

Skills That Matter:

  • How do they investigate?
  • What’s their specialty?
  • What are they bad at?

Personal Stakes:

  • Why do they care about this case?
  • What happens if they fail?
  • Connection to victim, suspects, or crime?

Limitations:

  • Can’t know things players can’t know
  • Must have realistic blind spots
  • Shouldn’t solve it before players can

Supporting Cast

Essential Roles:

The Assistant/Sidekick:

  • Discusses clues with player
  • Can ask questions player might have
  • Sometimes sees things differently

The Authority:

  • Police, organization, whoever has power
  • Creates pressure/time limits
  • May oppose or support protagonist

The Information Source:

  • Knows context about setting, people
  • Helps explain background
  • May have own agenda

Writing Mystery Dialogue

Interrogation as Gameplay

Questioning suspects should feel active:

Interrogation Structure:

  1. Initial statement (suspect’s version)
  2. Player asks questions (choice-based)
  3. Responses reveal information
  4. Contradictions can be pressed
  5. New questions unlock based on evidence

Question Types:

Open Questions:

  • “Tell me about the victim”
  • Reveal character perspective
  • Good for establishing baseline

Direct Questions:

  • “Where were you at 9 PM?”
  • Seek specific information
  • Can be lied about

Evidence Questions:

  • “How do you explain this?” (present clue)
  • Confront with discovered information
  • Most interactive, most rewarding

Making Testimony Interesting

Dialogue-heavy investigation needs variety:

Testimony Techniques:

Contradiction Watching:

"I was home alone all evening."
[Later, from another witness]
"I saw their car in the parking lot at 8 PM."

Revealing Character Through Response:

// Different suspects, same question
"How did you feel about the victim?"

SUSPECT A: "We were... colleagues. Professional relationship."
SUSPECT B: "Everyone loved him. I can't imagine who would... why?"
SUSPECT C: "What kind of question is that? Are you accusing me?"

Hidden Information: What suspects don’t say often matters more than what they do.

Red Herrings Without Frustration

Misdirection should be fun, not annoying:

Good Red Herrings:

  • Make sense in retrospect
  • Don’t waste excessive player time
  • Reveal something interesting even when dismissed
  • Could be true based on available information

Bad Red Herrings:

  • Rely on player ignorance of genre
  • Require arbitrary choices to dismiss
  • Lead nowhere at all
  • Are obviously false to careful players

Visual Design for Mystery VNs

Scene Investigation

How players search scenes:

Point-and-Click:

  • Players click on objects of interest
  • Most interactive, requires art consideration
  • Each clickable element needs content

Menu-Based:

  • “Examine bookshelf / desk / window”
  • Simpler to implement
  • Less immersive, but clearer options

Hybrid:

  • Key scenes use point-and-click
  • Minor locations use menus
  • Balances engagement and development time

Evidence Presentation

How clues are tracked and shown:

Evidence Screen:

  • Collected clues displayed
  • Can be reviewed anytime
  • Often include descriptions/notes
  • Essential for complex mysteries

Visual Design:

  • Each clue needs clear art
  • Important details visible
  • Consistent presentation style
  • Consider: notebook aesthetic, police file, character memory?

Character Expression in Mysteries

Suspects need readable expressions:

Mystery-Specific Expressions:

  • Neutral (baseline for comparison)
  • Nervous (hiding something)
  • Confident (telling truth or good liar?)
  • Surprised (genuine or performed?)
  • Angry (at accusation or at being caught?)
  • Sad (grief or guilt?)

The Challenge: Expressions should help observant players without making solutions obvious. Nervous doesn’t always mean guilty.

Branching and Endings

Investigation Consequences

Player choices during investigation should matter:

What Choices Affect:

  • Which clues are found
  • Suspect relationships (cooperative or hostile)
  • Time available for investigation
  • Which ending paths are accessible

Meaningful Investigation Choices:

You have time for one more interview before the deadline.
> Talk to the witness again (reveals alibi inconsistency)
> Search the victim's office (reveals hidden document)

[Both valuable; different evidence enables different accusations]

Ending Structures

Standard Mystery Endings:

True Ending:

  • Correct culprit identified
  • All evidence supports accusation
  • Complete understanding of motive/method

Partial Ending:

  • Correct culprit, incomplete evidence
  • Or: wrong culprit, but logical conclusion
  • Consequences for incomplete solution

Bad Ending:

  • Wrong culprit entirely
  • Might include “and then the real killer…”
  • Should feel like failure player could have avoided

Advanced Structures:

Multiple Viable Culprits:

  • Evidence supports more than one solution
  • Player chooses who to accuse
  • Each accusation leads to different “truth”
  • Philosophical: is there one truth or many?

Wrong Culprit Route:

  • Full route exploring wrong accusation
  • Shows consequences of mistake
  • Eventually reveals real culprit
  • Longer investment in failure state

Common Mistakes

The Impossible Solution

If players can’t reasonably solve the mystery, they feel cheated:

Problems:

  • Crucial clue hidden in missable content
  • Solution requires knowledge players couldn’t have
  • Leap of logic too large

Fixes:

  • Multiple paths to essential information
  • All knowledge available before accusation
  • Clear thread connecting clues to solution

The Obvious Solution

If everyone solves it immediately, there’s no game:

Problems:

  • Culprit acts too suspiciously
  • Not enough viable alternatives
  • Genre savvy easily identifies pattern

Fixes:

  • Legitimate red herrings
  • Culprit has apparent alibi/lack of motive
  • Subvert genre expectations

Pixel Hunting

Point-and-click investigation shouldn’t be frustrating:

Problems:

  • Important clues in illogical locations
  • Tiny clickable areas
  • Required items hidden in cluttered scenes

Fixes:

  • Clues in logical places
  • Generous click detection
  • Highlight system for interactive elements
  • Alternative paths to information

The Lecture Solution

Long explanation scenes kill pacing:

Problems:

  • Detective explains everything in monologue
  • No player participation in reveal
  • Information dump at the end

Fixes:

  • Players piece together explanation
  • Accusation scene involves interaction
  • Spread revelation across confrontation

Technical Implementation

Evidence Management

Track clues effectively:

Data to Track:

  • Clue ID
  • Where/when discovered
  • Categories (physical, testimony, circumstantial)
  • Who it implicates
  • Connections to other clues

Player Interface:

  • Evidence review accessible anytime
  • Filter/sort options for large inventories
  • Notes system for player theories

Conversation State

Track dialogue for consistency:

Track:

  • What each character has said
  • What topics have been covered
  • Relationship changes from interactions
  • Contradictions found

Testing Mysteries

Mystery VNs need extensive testing:

Test For:

  • Solvability (can players reach correct solution?)
  • Fairness (is necessary information available?)
  • Pacing (do players engage throughout?)
  • Red herring effectiveness (do wrong paths interest without frustrating?)

Getting Started

Your mystery VN action plan:

  1. Design the crime first

    • What happened?
    • Who did it and why?
    • How can this be discovered?
  2. Work backward for clues

    • What evidence would exist?
    • Who would know what?
    • What can and can’t be hidden?
  3. Add misdirection

    • Who else had motive?
    • What innocent explanations exist for suspicious evidence?
    • What unrelated secrets complicate investigation?
  4. Map investigation flow

    • What’s the critical path?
    • What’s optional but helpful?
    • How do choices affect outcomes?
  5. Test ruthlessly

    • Fresh players, no hints
    • Track where they succeed and fail
    • Adjust difficulty accordingly

For collaborative mystery development—where writers, puzzle designers, and artists need to coordinate complex branching investigations—Multic offers visual story tools that help teams track how clues connect across different investigation paths. The node-based system is particularly useful for mapping the logic of interactive mysteries.

The perfect mystery gives players everything they need to solve it—then makes them work for the solution. What crime will you design?


Related guides: How to Write a Visual Novel, Branching Narrative Writing, Mystery Webtoon Guide, and Mystery Comic Guide