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Who lurks was my first project with the Hybrid Humans team(2015), and my first commercial exposure to the Unity game engine. I’d say a little over half of the game was complete upon my joining, so it provided me an excellent intro to leveraging Unity. The game is entirely in the UI, so it forced me to become knowledgeable with resolutions and anchoring. It also implements a main singleton ‘Game’ class, which exposed pretty much anything which should be desired, so getting a grip onto scripting for objects in C# rather than my more traditional c++ hierarchical classes approach was a smooth experience.
The main mechanic behind Who Lurks is deception, therefore we faced an interesting challenge with balancing the mini games. The mini games are how each player participates in the core of the game play, as they represent the missions. The aim was to create an environment of distrust, forcing discussion and consideration of motives between players. This is achieved by varying the overall difficulty of the mini games in general, having a simple tapping rhythm challenge in one mini game type to more technical swipe patterns in others. Combining this with aspects like limiting time, forcing extra turns and even unexpectedly throwing more mechanics (mutation) into each mini game instance for player to overcome, the results of each player indeed may vary. Ideally, this can set one's mind onto the game outside the game:
"Did the mechanic fail this challenge on purpose?" "They must be the Alien!" "But, what if they really did just play the mutated version, then it would be really hard... I don't want to eliminate the mechanic if they are human, we need her!" "But what if they are lying to me!" After playing countless session with regular opponents, I can say this design still leave the player open to doubt what is true.
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