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Game Design Mechanics - Coggle Diagram
Game Design Mechanics
Among Us
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Very clear criteria for winning, outlined at the start of the game
Ability to kill
Eliminated players can still participate, just limited
Vague story, not particularly engaging
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Mindnight
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Focuses on gaining trust/analyzing players speech patterns opposed to objectively proving somebody is guilty
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Generally more simplified than Among Us, with no tasks and the majority of the game being discussion
Jackbox games
Split the room
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Low-stakes game, not much to winning/losing
Murder Mystery Party
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Trivia-based questions, no writing/not much creative thinking
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All Jackbox games require known players, no random queue
Spyfall
Randomness: decides who is the spy, where the players are, etc
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Original Ideas
Platformer
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Exploration/level design
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Some platforms may be hidden behind walls that can be broken > not required to win, but may grant the player extra items
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"Extra" zones will be most difficult to access, but these zones grant better items
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Social deduction
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Theme
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Roles
Town: Mayor, judge, doctor, student, citizen, child
Gang/mafia: Leader, deputy, spy
Gameplay
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Night phase: Players choose which location they want to go to from a list of locations they need to visit (Lists are all different, though locations will overlap. For example: The doctor and spy may both need to visit the hospital at one point)
Day phase: Players can discuss and ask where each person went last night to attempt to determine if anyone is guilty. Players cannot see where everyone went, but will be notified if somebody is in the same location of them in the night phase.
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