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!
A game where you can't trust on your opponent whether they are telling a lie or the truth!
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.. ) :
Finally Completed the game and you guyz can try and rate it out here for the gamejam… https://itch.io/jam/brackeys-16/rate/4952146
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…