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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