My game idea

 

Deception Arena: A Psychological Battle of Wit and Betrayal


Game Overview

Deception Arena is a text-based multiplayer psychological strategy game where five players are assigned secret roles and must deduce, deceive, or survive to win. The game revolves around strategic bribery, hidden clues, and high-stakes decision-making.

  • 5 Players Per Match
  • Roles: Investigator, Role Identifier, 2 Victims, 1 Culprit
  • Voting & Discussion System
  • Bribery & Betrayal Mechanics
  • Risk-Reward Balance in Earnings

Game Mechanics

1. Role Distribution

At the start of each match, players are randomly assigned one of the five roles:

  • Investigator (1 Player): Has access to a Clue Box that reveals hints about the culprit. The investigator can reveal truthful clues or mislead others.
  • Role Identifier (1 Player): Knows the roles of all players except the culprit and can guide or mislead the discussion.
  • Victims (2 Players): Ordinary players who can only rely on discussions, clues, and personal instincts.
  • Culprit (1 Player): The hidden villain who must evade discovery and can attempt to bribe one player.

2. The Game Phases

Phase 1: Discussion (2 Minutes)

  • The Investigator receives a new clue in the Clue Box (visible only to him).
  • All players debate and analyze clues.
  • The culprit can privately send a bribe offer to one player.

Phase 2: Bribery (Silent & Instantaneous)

  • A random victim or role player gets the bribe invitation (only one player can be bribed per game).
  • The bribe is 25% of the Culprit’s potential earnings (125 Coins out of 500).
  • If accepted, the bribed player will secretly align with the culprit, misleading others.

Phase 3: Voting (30 Seconds)

  • Players cast votes to eliminate one suspect.
  • If the wrong player is eliminated, they become a ghost (silent spectator).
  • If the culprit is still in the game, a new round begins with 4 players.

Phase 4: The Final Vote

  • If the second elimination is also incorrect, the culprit wins.
  • If the culprit is voted out, survivors win, and penalties are applied.

Earnings System & Scenarios

1. No Bribe Scenario

2. Bribe Scenario

  • Penalty for being caught: -300 Coins (Culprit), -200 Coins (Bribed Player)
  • Bribed Player Temptation: Earns 125 Coins instead of the normal 100, but at great risk.
  • Balancing Risk-Reward: Honest players get 100 Coins if they win, but bribed players get more unless the culprit is caught.

Game Interface & UI Design

1. Home Screen

  • "Join Game" Button: Queues the player for a match.
  • "Tutorial" Button: Explains roles, game mechanics, and strategies.
  • "Leaderboard" Button: Displays rankings based on total earnings.
  • "Settings" Button: Adjust game sounds, notifications, and UI themes.

2. In-Game UI

  • Player Chat Window: Displays public discussions.
  • Clue Box (Investigator Only): Shows hints every round.
  • Bribe Notification (Secret Message): Appears only if a player is bribed.
  • Vote Panel: Shows player names with a voting option.
  • Ghost Mode (Eliminated Players): Can watch but not talk.

3. Post-Game UI

  • Winning Screen: Shows the culprit’s identity and final earnings.
  • Penalty & Rewards Breakdown: Displays coin transfers and penalties.
  • Rematch & Exit Buttons: Option to replay or return to home.

Psychological Strategy & Player Engagement

  • Encourages Mind Games: Players must read behavior, create alliances, and bluff.
  • Tempts Players with Greed: The bribe system forces ethical dilemmas.
  • Balanced Risk & Reward: Bribed players can gain more but risk heavy losses.
  • Fast-Paced Rounds: 2-3 minute cycles keep players engaged.

Final Thoughts

This design ensures a high level of psychological depth, strategy, and excitement, making it an engaging multiplayer experience. Players must balance deception, deduction, and personal gain in every match.

*Enhanced by AI, inspired by Among Us, but more creative 😉


**No copy of idea is allowed :)

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