As a balancing act atop the 'by,' it feels more a visual novel dragged down by repetitive Picross puzzles than the inverse. Regardless, its confident writing and presentation save the day.

Hats off to Scout's designers for making that thing fly.
There are two ways of looking at Murder By Numbers. As a Picross game neatly enhanced by its story or a visual novel dragged down by unrelenting Picross breaks in its momentum. A little of column A and...
Almost then, but not quite. It's hard to be scathing of my time when I come out a mostly Picross convert and charmed by its interspersed plot. Murder By Numbers is a balancing act atop the 'by.' Whilst it threatens to be weighed down in favour of the 'numbers' out of sheer frequency, its 'murder' mysteries are strong enough to weather the interruptions.
I don't want to know.
It's the goddamn character on display that wins out. True to its makers, this is a Hatoful Boyfriend visual novel through and through, right down to its presentation. It's ultra minimalist, from the static backgrounds, cut-out figures and limited emotional range of characters. It's like a digital paper puppet show - characters bobbing in and out of the scene. It works surprisingly well. It's versatile enough that it can carry moments of levity and heavier subjects of murder (as you'd expect), corruption and divorce equally. The writing is such that themes of self-discovery and self-determination after being controlled feel maturely handled. The developed relationships between Scout, Detective Cross and K.C. feel believable and satisfying. Scout in particular is so goddamn lovable. It's good stuff.
Will they ever stop talking about The Last Jedi?
The Picross feels more of a missed opportunity. It's an excellent place to learn it and I had my most fun in the hacking 'minigame,' in which you face multiple small grids against the clock. This isn't just because they're quick and easy, but because there's a critical lack of variation otherwise. You need to be an extreme Picross fanatic not to get frustrated at being removed from the story at pivotal moments for the same grid you've completed a hundred times over. Skipping them out of frustration is neither quick or any fun. Whilst these grids complete pictures of items you're discovering in the world and it ties neatly into Scout's 'scanning' of the environment, there's no way use the item identity for assistance in completing the puzzle and they just end up feeling entirely divorced from the visual novel. This is for Picross players who want to play some grids, but could use some spice, then. Even then, the late-game grids' difficulty wouldn't satisfy a fanatic.
Clever Picross joke.
It's frustrating, since I can clearly see some opportunities to bind the puzzles more to the plot. What if puzzles held a time limit if you've sneaked onto a crime scene and Detective Cross is going to be imminently back? What if Scout short-circuited and caused the difficulty to spike? What if you have to ascertain what the murder weapon is and do so from the Picross picture shape that emerges? The hacking grids show another way was indeed possible, but the development time clearly didn't permit it or perhaps the intent really wasn't ever there.
It doesn't help that the game feels LENGTHY and so precludes that kind of fine design. This would obviously not usually be cause for complaint, but some of the cases, particularly the final one, do drag. In the honeymoon stage of learning the Picross ropes and seeing the early story develop, this isn't particularly bothersome, but my my is the last case hard work. Again, I must stress, perhaps only half the game is really aimed at me. From only the perspective of a newcomer, I can only conclude that I haven't been entirely won over. Then again, I still found experience to be largely positive. Call me conflicted.
Completed with pride.
As a balancing act atop the 'by,' it feels more a visual novel dragged down by repetitive Picross puzzles than the inverse. Regardless, its confident writing and presentation help save the day. This is a title that was almost, if not quite, drowned by numbers - lying on a lifeboat of words.