American Sleuth

American Sleuth: Game Design Document (GDD)

"American Sleuth" is a web-based, social deduction party game designed for mobile play, perfect for gatherings and group events. Set in a mysterious village, players are randomly assigned roles as either sleuths or assassins, with a few taking on unique specialty roles such as Witness, Guardian, or Revenant. The objective is simple yet thrilling: sleuths must identify and eliminate the assassins hidden among them, while the assassins work covertly to reduce the sleuths' numbers. Each game unfolds in a series of day and night phases, where players discuss, vote, and perform their roles' unique actions to either unmask their enemies or conceal their identities. The combination of strategy, teamwork, and deception makes "American Sleuth" a compelling choice for casual gamers and party game enthusiasts alike.

Designed with social gatherings in mind, "American Sleuth" allows new players to join the game at any time by simply scanning a QR code displayed on the main screen, making it easy for guests to participate and enjoy the fun. The game is highly scalable, capable of accommodating hundreds of players over multiple days, making it ideal for extended events such as cruise ships or large parties. With customizable themes ranging from classic noir and medieval fantasy to sci-fi and haunted mansion settings, "American Sleuth" offers a dynamic and immersive experience tailored to the preferences of its players. Whether you're a cunning assassin plotting in the shadows or a dedicated sleuth unraveling a web of deceit, "American Sleuth" promises a unique, engaging, and highly replayable experience for everyone involved.


1. Game Overview

  • Game Title: American Sleuth (Temporary Title)
  • Platform: Web-based using the Gig Game framework, playable on mobile devices.
  • Genre: Social Deduction, Multiplayer
  • Target Audience: Casual gamers, party game enthusiasts, ages 13+
  • Game Objective: Players are assigned roles in a village where assassins (hidden among them) work together to eliminate sleuths, while sleuths aim to identify and eliminate assassins. Specialty roles provide additional layers of strategy and gameplay.

2. Gameplay Mechanics

  • Joining the Game:

    • Players join the game using a QR code displayed on the Heads-Up Display (HUD) at any time during game prior to last round.
    • Upon joining, players receive a notification on their mobile devices indicating their assigned role (Assassin, sleuth, or Specialty role: Witness, Guardian, Revenant).
  • Role Distribution:

    • Assassins: Collaborate secretly to eliminate sleuths. (1 in every 20 of players / Configurable on host console)
    • Sleuths: Work together to identify and eliminate the assassins. (vast majority of players)
    • Witness: A sleuth who can witness one player each day phase to reveal their role. (1 in 20 players / Configurable on host console)
    • Guardian: A sleuth who can protect one player each day phase from being eliminated at night. (1 in 20 players / Configurable on host console)
    • Revenant: A sleuth who if eliminated, can take down another player with them that they chose during the day phase. (1 in 20 players / Configurable on host console)
  • Primary Phases of the Game:

    1. Day Phase:

      • Visuals/Animations: The sun rises and moves across the screen against a bright, sunny sky. A day number and countdown timer are displayed, indicating when the sun will set.
      • Duration: Adjustable by the host.
      • Activities:
        • Players discuss and vote on who they believe are assassins. Both sleuths and assassins participate in voting.
        • Assassins vote on who to eliminate during the night and who to accuse as a decoy. Each assassin can eliminate one player.
        • Specialty roles perform their actions: Witness witness a player, Guardian protects, Revenant chooses their target.
      • 1-Minute Warning: A red alert box appears with a sound prompt stating, "Vote Now. Night is falling."
    2. Night Phase:

      • Visuals/Animations: The sun sets, and the blood moon rises. Menacing music plays in the background.
      • Activities:
        • The HUD cycles through players' names, showing who voted for whom to accuse. Votes are tallied, revealing the accused player's role.
        • The accused player is removed from the game, and their mobile device is disabled.
        • If no assassins remain, the game ends with the message, "All Assassins Eliminated!"
        • If assassins remain, a dramatic sequence plays:
          • Thunder and lightning effects.
          • The message "In the dead of night, player has been killed." is displayed. If a Guardian protected the player, the message reads, "An attempt was made on player 's life, but they were protected by ."
          • If the revenant was eliminated, "The player's death was avenged with the death of ." appears, and the chosen player is also removed.
    3. Transition to Day Phase: After night phase messages, the sun rises to "The William Tell Overture," signaling the return to the day phase.

  • End Game:

    • After a predetermined number of phases, the game ends.
    • A final screen displays two stats with numbers: Assassins and Sleuths.
      • Tally sequence with sound effects:
        • sleuth count tallies first, followed by assassins.
        • Win game mode 1. Majority Wins:
          • If assassins outnumber sleuths, the screen darkens with lightning, and "The Assassins have won" is displayed.
          • If sleuths outnumber assassins, a rainbow and light music play, showing "The Sleuths have won."
        • Win game mode 2. Total Domination:
          • If any assassins exists, the screen darkens with lightning, and "The Assassins have won" is displayed.
          • If no assassins exist, a rainbow and light music play, showing "The Sleuths have won."
    • The final screen scrolls through all players, their roles, and whether they were eliminated.

3. Game Features

  • HUD Phases: Smooth transitions between day and night phases, enhanced with synchronized visual and audio effects.
  • Role Notifications: Players receive instant updates regarding their roles and phase changes directly on their mobile devices.
  • Chat System:
    • There are two parallel chat systems: a public chat for all players and a private chat for assassins.
    • Both chat systems operate as group-wide, scrolling interfaces.
    • Public chat messages are displayed on the HUD in a scrolling chat box.
    • The private chat channel for assassins is designated for confidential strategy discussions.

4. Technical Requirements

  • Languages and Libraries: The game will be developed using HTML, JavaScript, and CSS, leveraging the Gig Game JavaScript library.
  • API Integration: The Gig Game API will handle client-server communication, player authentication, and game state management.
  • Globalization: Utilize the $GG.globalization namespace to support multi-language capabilities if required in future versions.

5. Asset Management

  • Audio:
    • Background music for day and night phases, sound effects for alerts and voting.
    • Implement using the $GG.ui.audio namespace for dynamic audio control (e.g., volume adjustment, playback).
  • Visuals:
    • Use the $GG.ui.visual namespace for managing stage transitions, character sprites, and props (e.g., sun, moon).
    • Themes will affect the graphical elements, including HUD backgrounds, character icons, and animations.

6. User Interface (UI)

  • HUD Design:

    • QR Code for Joining: Display a QR code on the main screen that allows players to join the game at any time. This code should remain visible throughout the game to accommodate new participants.
    • Phase Information: Include details about the current game phase (e.g., day or night), day count, and a countdown timer showing the time left in the current phase. Display relevant alerts to keep players informed. A scrolling box for public chat messages should be included to facilitate ongoing communication among players.
    • Results Display: Show a summary of player names, vote tallies, and outcomes after each voting phase. This display helps all participants stay updated on the game status and understand the consequences of their actions.
  • Host Console:

    • Configuration Options:
      • Role Allocation: Provide input fields to define the ratio for assigning specialty roles to new players:
        • Dropdown list for win game mode: Majority Wins, or Total Domination
        • Input for setting the ratio for Assassins (e.g., 1 in x players). 1:2 default in Majority Wins; 1:20 default in Total Domination.
        • Input for setting the ratio for Witnesses (e.g., 1 in x players). 1:20 default
        • Input for setting the ratio for Guardians (e.g., 1 in x players). 1:20 default
        • Input for setting the ratio for Revenants (e.g., 1 in x players). 1:20 default
      • Round Settings:
        • Input to specify the length of each round in minutes, allowing the host to control the pace of the game.
        • Input to set the total number of rounds to be played in a game session.
        • Input to define the number of players that can be eliminated per round, introducing strategic depth. (auto: Majority wins then based on number of rounds (number of players)/(number of rounds x 2), or for Total Domination then based on number of start assassins 1:1 )
      • Game Start: Options to either start the game immediately with a Start button or schedule the game to begin at a specific date and time, providing flexibility in game management.
  • Mobile UI:

    • Tabbed Sections: Organize the mobile interface into easily navigable tabs:
      • Game Notes: Display information about the current game phase, including a countdown timer until the night phase and results from the previous night. This tab keeps players informed about the game timeline.
      • Vote: A dedicated interface for casting votes, showing the list of players and their current status. Include voting options specific to the player's role (e.g., "kill," "witness," "guard," "revenant").
      • Chat: Access to chat functionalities for communication with other players, both publicly and privately (for assassins).
      • Role Info: Detailed information about the player's assigned role, including stroy, capabilities and objectives.
    • Voting List:
      • Each player's line should be represented with a progress bar to show the estimated number of votes against them. Use color coding to indicate threat levels, which can prompt players to defend themselves and encourage strategic discussion.
      • Include the last online date and time for each player, offering clues about player activity and engagement.
      • Automatically disable voting options for players who have been eliminated, ensuring clarity and focus on active players.
      • Provide actions tailored to each player's role, such as "kill" for Assassins or "witness" for Witnesses, to facilitate role-specific gameplay.
    • Chat Groups:
      • Support at least two chat groups: a public chat accessible to all players for open communication and a private chat for assassins to coordinate strategies secretly.
      • Consider implementing a dropdown menu to easily switch between chat groups, streamlining user interaction.

7. Theme Selection

  • Hosts can choose from several pre-made themes or use a dynamic AI option to create a custom theme, enhancing the visual and narrative experience of the game. Each theme comes with its own set of role names, graphics, soundtracks, and environmental settings to fully immerse players in different worlds. This feature not only diversifies the gameplay but also keeps it engaging and fresh for returning players.

  • Impact of Themes:

    • Character Role Names: Each theme will redefine the names of the roles to fit the thematic context, helping players get into character and understand their roles better. For instance, in a medieval fantasy setting, assassins might be called Dark Knights, while sleuths could be Knights or Paladins. This renaming process helps deepen immersion and provides a storytelling angle that aligns with the chosen theme.
    • Graphical Elements: The game’s visuals, including the HUD (Heads-Up Display), backgrounds, character avatars, and icons, will adapt to the selected theme. For example, a noir theme might feature a black-and-white color scheme with film grain effects, while a cyberpunk theme could use neon lights, digital overlays, and glitch effects. This transformation ensures that each theme feels distinct and aesthetically coherent.
    • Soundtracks and Sound Effects: Background music and sound effects will change to match the chosen theme, setting the tone and atmosphere. A western theme might have harmonica music and horse hoof sounds, while a haunted mansion theme could include eerie creaking sounds and ghostly whispers. The auditory experience enhances the thematic immersion.
    • Environmental Settings: The game phases (Day and Night) will also reflect the chosen theme. In a fairy tale theme, the Day Phase could show an enchanted forest with twinkling lights, while the Night Phase might depict a dark, starry sky with magical creatures in the background. These environmental changes will make each game session feel like a new and unique adventure.
  • Pre-Made Themes Examples:

    1. Classic Noir Theme

      • Setting: 1940s American city.
      • Role Names:
        • Assassins → Mobsters
        • Sleuths → Gumshoes
        • Witness → Informer
        • Guardian → Bodyguard
        • Avenger → The Enforcer
      • Visuals: Black-and-white graphics, trench coats, fedoras, shadowy alleyways.
      • Soundtrack: Jazz music, typewriter sounds, footsteps on cobblestone.
    2. Wild West Theme

      • Setting: A dusty frontier town.
      • Role Names:
        • Assassins → Outlaws
        • Sleuths → Sheriffs/Deputies
        • Witness → Scout
        • Guardian → Ranger
        • Avenger → Bounty Hunter
      • Visuals: Wooden saloons, desert landscapes, tumbleweeds.
      • Soundtrack: Harmonica tunes, gunshots, saloon doors swinging.
    3. Superhero Theme

      • Setting: A bustling metropolis.
      • Role Names:
        • Assassins → Villains
        • Sleuths → Heroes
        • Witness → The Oracle
        • Guardian → Protector
        • Avenger → The Punisher
      • Visuals: Comic-book style art, capes, masks, skyscrapers.
      • Soundtrack: Upbeat heroic music, laser blasts, flying sounds.
    4. Medieval Fantasy Theme

      • Setting: A castle and forest setting.
      • Role Names:
        • Assassins → Dark Knights
        • Sleuths → Knights/Paladins
        • Witness → Seer
        • Guardian → Templar
        • Avenger → Berserker
      • Visuals: Stone castles, enchanted forests, dragons.
      • Soundtrack: Epic orchestral music, sword clashes, mystical sounds.
    5. Sci-Fi Space Theme

      • Setting: A futuristic space station.
      • Role Names:
        • Assassins → Saboteurs
        • Sleuths → Agents/Operatives
        • Witness → Analyst
        • Guardian → Defender
        • Avenger → Cyborg
      • Visuals: Neon lights, metallic corridors, holograms.
      • Soundtrack: Electronic music, beeps, and whirrs, spaceship hums.
    6. Haunted Mansion Theme

      • Setting: An old, eerie mansion.
      • Role Names:
        • Assassins → Specters/Poltergeists
        • Sleuths → Ghost Hunters/Mediums
        • Witness → Psychic
        • Guardian → Exorcist
        • Avenger → Revenant
      • Visuals: Cobwebs, candlelit rooms, ghostly apparitions.
      • Soundtrack: Haunting piano melodies, whispers, creaking doors.
    7. Cyberpunk Theme

      • Setting: A neon-lit dystopian city.
      • Role Names:
        • Assassins → Hackers
        • Sleuths → Deckers
        • Witness → Net Diver
        • Guardian → Firewall
        • Avenger → The Vigilante
      • Visuals: Cybernetic enhancements, digital screens, rain-soaked streets.
      • Soundtrack: Synthwave music, data streams, electronic glitches.
    8. Fairy Tale Theme

      • Setting: An enchanted forest with mystical creatures.
      • Role Names:
        • Assassins → Witches/Ogres
        • Sleuths → Princes/Princesses/Wizards
        • Witness → Fairy
        • Guardian → Knight
        • Avenger → The Dragon
      • Visuals: Sparkling lights, magical landscapes, talking animals.
      • Soundtrack: Lighthearted, whimsical music, fairy chimes, animal sounds.
    9. Sexy Provocative Thanksgiving Day Turkeys Theme

      • Setting: A tantalizing Thanksgiving village, where flirtatious turkeys strut their stuff among the festive decorations.
      • Role Names:
        • Assassins → Sultry Saboteurs
        • Sleuths → Seductive Sleuths
        • Witness → Peeping Plume
        • Guardian → Feathered Protector
        • Avenger → Spicy Avenger
      • Visuals: Turkeys dressed in flirtatious attire, such as feather boas, sequined tail feathers, and stylish pilgrim hats with a hint of sass. The village is adorned with lush, golden haystacks, flickering candlelight, and provocative poses. The day scene includes turkeys batting their eyes and playfully teasing one another, while the night scene features dramatic, dimly-lit settings with silhouettes and mood lighting to enhance the mystery and allure.
      • Soundtrack: Smooth, jazzy tunes mixed with sultry saxophone riffs during the day phase; seductive whispers and low, rhythmic beats at night. Sound effects include playful gobbles, flirty giggles, and rustling feathers, creating an atmosphere of both charm and suspense.
    10. Mystery on the High Seas Cruise Theme

    • Setting: A luxurious cruise ship sailing through the Caribbean, where the sun glistens off the water by day and the moon casts mysterious shadows by night. The ship is bustling with wealthy passengers enjoying the amenities, unaware of the dark secrets lurking below deck.
    • Role Names:
      • Assassins → Pirate Conspirators
      • Sleuths → Vacationing Detectives
      • Witness → Cognizant Crew Member
      • Guardian → Protective Purser
      • Avenger → Vengeful Stowaway
    • Visuals: Characters dressed in glamorous cruise wear: linen suits, cocktail dresses, and sun hats for the day, transitioning to elegant evening attire at night. The ship is adorned with tropical décor, including palm trees, tiki torches, and plush lounge areas. During the day, the scene is bright and lively, with guests lounging by the pool and sipping cocktails. At night, the mood shifts to one of mystery and intrigue, with the soft glow of lanterns, moonlight reflecting on the water, and shadows that hint at hidden dangers.
    • Soundtrack: Uplifting calypso music and steel drum bands set the scene during the day, creating a carefree and festive atmosphere. As night falls, the soundtrack transitions to smooth jazz with haunting undertones, interspersed with the sounds of waves gently lapping against the hull and the occasional echo of footsteps on the deck. Subtle sounds like the creak of a door, whispers in the dark, and the distant clinking of glasses enhance the sense of mystery and suspense.
  • Custom Themes (Phase 2):

    • The dynamic AI option allows hosts to create a custom theme by selecting from a variety of visual, audio, and narrative elements. This option provides endless possibilities for personalization, enabling hosts to match the game theme with specific events, holidays, or player preferences. Custom themes can be saved and reused, ensuring that each game session can feel new and exciting.

8. Technical

  • Development Architecture:
    • The game should be designed using a console-engine-controller model. In this setup, the game engine functions as the central component, overseeing the flow of gameplay. It is responsible for critical tasks such as maintaining the game state, processing player inputs, applying game rules, and managing seamless transitions between day and night phases. The console serves as the main control interface for the game host, offering tools to monitor and manage the game, while the controller handles player interactions, ensuring that all player actions are correctly captured and communicated back to the game engine. This architecture promotes a modular approach, simplifying the process of managing, testing, and updating individual components of the game.
    • Additionally, this game may require modifications to the existing Gig Game hosting framework to prevent the game engine from shutting down if a clock is active. This extension would ensure continuous operation and timing accuracy, even during extended gameplay sessions, by keeping the game engine running as long as necessary.

9. Testing and Quality Assurance

  • Testing Phases:
    • Alpha: Internal testing with developers and a select group of trusted testers. This phase will focus on identifying and resolving major bugs, ensuring core gameplay mechanics function as intended, and testing the scalability of the game with multiple players.
    • Beta: Testing with a broader audience to gather diverse feedback and identify issues that may not have surfaced during alpha testing. To facilitate this phase, we may host smaller, invite-only house parties, where participants can play in a controlled environment. These gatherings will allow for real-time observation and direct interaction with players to understand their experiences and gather immediate feedback.
  • Feedback Collection: Actively use player feedback to refine gameplay mechanics, balance roles, and enhance the overall user experience. Feedback channels will include post-game surveys, direct interviews during house parties, and in-game feedback tools. Collected data will be analyzed to identify trends and areas for improvement, ensuring that the game meets player expectations and provides a compelling and balanced gameplay experience.

10. Project Timeline

  • Milestones:
    • Concept Approval
    • Prototype Development
    • Alpha Release
    • Beta Testing
    • Final Release
  • Deadlines: Specific deadlines to be set for each milestone.

11. Additional Notes

  • Potential Updates: Introduce new roles, themes, or game modes based on player feedback.
  • Marketing Strategy: Our ultimate launch of this game will feature a gala private event hosted at D'Space Orlando, bringing together hundreds of players for a large-scale, interactive experience. Attendees will use QR codes to join games, demonstrating the game's robust multiplayer capabilities in a live setting. Additionally, we plan to explore self-hosted cruise ship-based games, providing a unique and immersive gaming experience on the open sea. These cruise ship events will allow players to engage in "American Sleuth" in a novel environment, potentially integrating real-time elements and onboard narratives to enhance the gameplay experience.