> For the complete documentation index, see [llms.txt](https://vincent-pho-wijaya-gitbook.gitbook.io/cross-check-game-design-document/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://vincent-pho-wijaya-gitbook.gitbook.io/cross-check-game-design-document/game-overview/gameplay.md).

# Gameplay

### A. Detective

1. Detectives will roam around Kerain City or more known as the crime scene to find clues to help figure out the culprit
2. Upon entering the game, detectives are advised to open the journal and look at the case details prior to investigating
3. Clues can appear in a form of regular object or interactable objects.
4. When detectives stumble into an evidence that needs to be analyzed, they can bring it to the forensics team at HQ
5. To send evidence, detectives use the car and put the object inside.
6. Detectives must watch out for random generated pitfalls that will stun them.
7. Detectives have the final authority to declare a verdict on who the culprit is and their motive.

### B. Forensics

1. Forensics will roam around HQ or more specifically their office to help analyze evidences found
2. Upon entering the game, forensics are advised to open the journal and look at the case details prior to investigating
3. Forensics has different types of clues needed to be able to work and procedures to follow before they are able to use a station.
4. There are many twist and turns in the HQ, so forensics must look for clues inside of their messy office in order to activate some stations.
5. Forensics can recieve objects from the crime scene by the car sent by the detective. Once the object has been picked up, the car will go back on a trip to Kerain city.
6. Forensics can analyze clues given by detectives to discover important details left in the object or examine if the evidence false or real.
7. Forensics don't have final authority on who to catch, but they can give recommendation by communicating it to the detective.
