Crossing Fate

Play the Game here.

My Role: Creative lead

Tools: Word, Google Docs, Pixel Studio
(The final project was completed in Unity.)

Can you solve your sister’s murder—before the spiritual decay or her killer take you out?

Your missing sister Mallory Bennet has been found murdered in the forest. Police are stumped, and her killer walks free. It is up to you, psychic medium Alex Bennet, to contact her restless soul through the newspaper crosswords she now haunts. But snooping is dangerous with a murderer on the loose and contact with the spirit world threatens to corrupt your mind. You must solve her mystery before either overpowers you.

Objectives:

  • Implement an engaging, story-centric, solvable mystery

  • Design interesting and fun crosswords

  • Create a system of stress and recovery to add tension, consequences, and stakes

My Role

I served as the creative lead and sole writer for Crossing Fates, a monthlong project for a game design class during my junior year of college. The game’s story was told in an almost completely epistolary format, through letters, newspaper articles, ads, and crossword clues. I was responsible for:

Six distinct endings.

The game can end one of six ways. If the player successfully solves the murder, the game ends with a newspaper article detailing the killer’s arrest. Because there are four versions of the game, each with a different killer, this resulted in four success endings. Alternately, if the spirit world corrupts Alex, the game ends with an article describing a local medium going insane. If the killer catches up to Alex before the crossword is solved, the game ends with an article about their murder.

Four possible stories.

To increase replayability, I wrote a version of the game for each of the four suspects being the killer. This required me to tweak or rewrite many of the game’s texts to change the foreshadowing. (This meant 20 distinct pieces of writing in addition to the six core texts that did not change between story versions.)

Suspects and motivations.

In a murder mystery, the suspects are the story, and Crossing Fates had four: John “Bear” Brewer, Sarah Brewer, Veronica Zhang, and Daniel Newman. I gave the first three motive and opportunity; the last was a wild card (accidental killing).

Dialogue.

Each morning and night, Alex’s internal narration frames the story. I wrote dialogue to reflect their mental state and set up the upcoming events.

Advertisements.

The ads in the newspaper were also used as foreshadowing, an idea conceived of, drawn, and implemented solely by me.

The Suspects

Core Texts

The Murders & Murderers

Process

The initial idea was pitched thusly:

 “A simple 2D crossword puzzle game where you are filling out the daily crossword puzzle in the newspaper. Each day is another level but slowly the articles start getting more bizarre and the puzzle almost seems like it is spelling out an eerie message. Solve the puzzles to continue the story and see how this horror mystery unfolds.”

Our first team meeting was a blue-sky phase of brainstorming. After some back and forth, I proposed that the story follow a murder mystery and from there imagined the death of a family member, Mallory, and the player character’s role as a psychic medium.

The programmers hashed out some of the mechanics, such as a stress bar, coffee consumption (which became tea in the final), and anti-hallucinatory pills.

We played with and discarded ideas such as the puzzles changing each day (instead of remaining crosswords), having a more detailed room that the player could look around to find clues (rather than just a table), and different framing devices (such as having been captured by the killer). Although I would’ve liked the more detailed surroundings with, say, a shrine and string wall, we decided that was outside the programmers’ time and capacity to code. This led to simplification. After the brainstorming, we agreed that the game would include: 

  • Only crossword puzzles

  • Story divided into 5 days

  • Player is solving the death of a family member (Mallory)

  • Increasing threat of the murderer catching up

  • Newspaper articles with foreshadowing

  • Stress bar, pills, and coffee (tea)

  • Each puzzle has a countdown timer

Initial Demo

Our first presentation of the project was a very simple demo showing the basic attributes of the game. After the demo, our main feedback was the following:

It’s not very replayable. The first version of the game had four suspects but only one killer. Once the player had solved the game, there was nothing else for them to do.

Time bar + stress bar = too much. Both metrics give the player too much to keep track of and cause unfun strain.

 5 days is too long. The game will drag on too much, especially if the player has solved the mystery early in the game.

The first piece of feedback primarily concerned the game’s writing, so I set out to tackle it.

The Replayability Question

I first proposed solving this problem with a Clue-like system where the game randomized the killer, murder weapon, location, and motive and automatically picked the texts accordingly. This would mean the game could be easily replayed with different outcomes each time.

 The problem with this solution was the programmers’ limited time and energy. The complex functionality of this randomizer was too much of a stretch for a project of this size, especially when they also needed to focus on uprooting bugs and creating sprites.

My second, simpler solution was the one we ran with: four versions of the game, one to account for each of the suspects being the killer. Because the writing would be entirely on my end, the coders were freed to focus on the other pieces of feedback. Although the game would have limited replayability (with only four cases), it would both improve chances of players coming back to it and fit within our limited schedule and programming capabilities.

Four Versions

Writing multiple versions of the game required me to master the voices and personalities of the four different characters, requiring me to dig deeper into their motivations and conflicts with Mallory. Six of the texts did not change between versions of the game. These five did:

Threat letter.  Each murderer in their respective version of the game sends a threat letter to Alex, raising the stakes and providing another hint to their identity.

  • John Brewer’s is the kindest and most personal, given he genuinely regrets the incident and knew the Bennet siblings personally.

  • Sarah’s is chilly and patronizing, using much more refined language that paints the situation as distasteful rather than regrettable.

  • Veronica’s is sharp, direct, and angry, conveying the active hatred she had for Mallory, which is now extended to Alex.

  • Daniel Newman didn’t know either sibling, so his letter is cold, utilitarian, and impersonal,

Letters of sympathy. In every version of the game, Sarah Brewer sends Alex a letter of sympathy about Mallory’s death.

  • All versions except the one in which Sarah is the murderer remain the same.

  • In the altered version, the letter is overly sweet, saccharine, and almost too sympathetic. It focuses more on what Mallory’s death will mean for Bear’s attention returning to Sarah, which indicates jealousy as a motive.

Autopsy results. All versions of the game have an autopsy letter pointing to the murder weapon. Because all were written by Maria Martinez, Alex’s skeptical friend and pathologist at the morgue, the voice remains the same between letters, but the details change.

  • In John’s case, the murder was committed with a commercial handgun, ruling out the death as being a hunting accident.

  • In Sarah’s, Mallory died when she was hit over the heat with a liquor bottle, hence shards of glass in her brain.

  • Veronica killed Mallory with a wrench to the skull, leaving the shards of metal.

  • Daniel, who killed her accidentally while tracking coyotes, naturally used a hunting rifle.

Newspaper ads. On Day 1 of the game, the newspaper contains an ad that foreshadows the location of the murder.

  • For John and Daniel, these both took place in Warlington State Park, so this consists of a tourism ad with two vaguely menacing-sounding locales (Buckshot Basin and Carver Lake).

  • For Sarah, the killing took place in the steakhouse bar, which the ad points to with a bottle of whiskey and a spooky slogan.

  • Veronica murdered Mallory at the bike shop and hence the ad is for a fictional brand of bike helmet being sold there.

    The ads for Veronica and Sarah also handily point towards how the murder happened, with Sarah hitting Mallory with a bottle of liquor and Veronica bashing her brains out of her noggin with a wrench.

Reflections

While I wasn’t a coder, working on Crossing Fate gave me good insight into the process and difficulties of building in Unity in a limited time frame.

Though a lot of my writing didn’t end up in the game’s final build, I believe the texts still demonstrate my ability to foreshow, write compelling game texts, and capture character voices, especially in an epistolary narrative where distinct voices make all the difference. The story, for Crossing Fate, is central; narrative is the bridge between mechanics and player and the focal point of the game. To be entrusted to create a compelling narrative was an immense honor and a lot of fun, and I’m excited to design more games like it.

Additional Contributions

In addition to doing the game writing, I also designed and illustrated the cover image for Crossing Fate using Pixel Studio to match the pixelated style of the game.

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The Road to Freedom