Devlog #1 — Development Start: Concept and Core Mechanics — 25.10.2025
Summary: Two weeks ago, my friends and I started working on Haunted Lie — a psychological digital board game about deduction, deception, and growing mistrust. The prototype already includes key mechanics: asymmetric roles, a strategic 2D map, and the basic round system.
What’s Done
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Finalized the concept and logline of the game.
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Implemented the main roles: 3 Investigators and 1 Traitor, each with basic abilities.
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Built the 2D strategic map — the main field where all player actions take place.
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Added the core gameplay loop: 3 rounds × 180 seconds, with phases Silence (Investigation) / Accusation (Discussion) / Voting.
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The game features cooldown timers that carry over between rounds: they pause during the discussion phase and resume only during the investigation phase.
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Created an early UI prototype for distributing the pool of 6 tools (2 per player) — basic layout and interaction logic.
Technical Notes- Cooldown system: timers decrease only during the investigation phase; they freeze during discussions. This makes every use of a tool meaningful in the long term.
- Networking: planning to implement an authoritative server — replication logic is currently in development.
- UI/UX: currently features a basic icon layout with cooldown indicators; frozen cooldown visuals during discussions are not yet implemented.
Design Reasoning
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The three-round format with limited time (180s) keeps the pace tight and encourages risk–reward decision-making.
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Carrying cooldowns between rounds gives meaning to previous actions and encourages players to plan ahead.
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Asymmetric roles create social tension — the Traitor knows more and can manipulate the investigation.
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The 2D map focuses the gameplay on decision-making and interaction instead of unnecessary movement.
Issues Encountered and Fixes
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Cooldown desync: plan to move cooldown authority to the server and replicate remaining time to clients.
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Timers not stopping during discussion phase: added an explicit phase flag to pause all local counters.
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Tool balance: some tools were too strong; temporarily increased cooldowns. Future A/B testing and “activation cost” mechanics are planned.
Current Testing
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So far, I’ve only run solo tests to check how tools and timers behave.
Full multiplayer testing has not yet been conducted.
Next Steps (TODO)
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Implement a fully functional and stable multiplayer system (cooldown replication, voting, synchronization).
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Give each ghost a unique ability or characteristic.
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Design and polish the full UI — indicators, hints, visual feedback.
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Begin multiplayer playtests with external players.
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Run A/B tests for balancing tools.
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Add and test a new tool.
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Record a short teaser (15–30s) for social media.
Community Questions & Feedback
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Do you like the concept of the game so far? What would you add or change?
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Do you have ideas for new tools or ghost traits? Feel free to share — some of them might make it into the game!
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If you’d like to discuss the project, help with testing, or share your feedback — leave a comment or reach out. I’m always happy to talk and connect with others!
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