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Trust-No-One

  • 3 Devlogs
  • 11 Total hours

A game where you can't trust on your opponent whether they are telling a lie or the truth!

Ship #1

What I made
A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright.

What was challenging
Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post.

What I’m proud of
Straight from your own write-up, the polish pass stands out to you specifically:

Custom particle effects for pickups/explosions
Screen shake on both win and lose
Squash-and-stretch card flip animation
A dual-character turn indicator (blue/pink) synced via Animator bools
Smooth mouse-follow camera and circle-wipe scene transitions

What testers should know before playing

It’s mouse-only, browser-playable, no install.
Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions.
The AI gets less trustworthy the longer you survive.
One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of.
There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run.

  • 3 devlogs
  • 11h
Try project → See source code →
Open comments for this post

28m logged

Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :

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Open comments for this post

9h 26m logged

I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on.

What I Built

Core gameplay loop

A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions.

Polish

Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene.

Everything is built in Unity (C#)

What I’d Add With Time

A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory.

This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…

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