Moodboard

The goal of our game is to evoke the following emotions:
- Suspense
- Distrust
- Cunning
- Fun
Playlist

Narrative Directions

All the game directions involve a group of players engaging in mini-games, which can take the form of bluffing dice games, bluffing card games, and/or logic puzzles—such as deciphering Caesar cipher passwords. Based on this premise, we propose three potential directions:
1. One vs. Rest
There is a timer, and after each mini-game win, the solo player removes one piece from the circuit board. When time runs out, the player with the fewest remaining pieces on the board wins—while the other players’ bombs “explode.” In this version, the board starts fully loaded, with all bomb combinations initially completed. This game direction emphasizes aesthetics like challenge and sensation.
2. Player’s Mission
In this mode, each player is secretly assigned a target player at the beginning of the game. Winning mini-games rewards players with board pieces, which they can place on the circuit board to direct energy from a central source toward their assigned target. A player wins by completing a full circuit from the generator to their designated bomb. Here, the board starts empty, with no pieces in place. This direction involves aesthetics like competition, sensation, and challenge.
3. Group Co-Play: One Team vs. the Other
Players are split into two teams, and a timer is set. In each mini-game, one team tries to defuse the bomb by removing pieces from the circuit board, while the other team attempts to delay them by adding pieces back. This direction is similar to Keep Talking and Nobody Explodes for the defusing team. The game begins with various bomb configurations already completed. In this direction, the players will experience mainly aesthetics like fellowship and competition.


