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game design -

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Masked Mayhem is a competitive tile-based strategy game for 2–4 players.
Build your pattern, mask your moves, and disrupt

the grid before someone exposes your strategy.

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Project Details

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Type- Group

Keywords

Capture

Block

Theme- Mask

Time- 48 hrs

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Swap

Deceive

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With just 48 hours on the clock, we had to:

  • Turn the theme Mask into a game mechanic.

  • Make people feel the game, not just play.

  • Conceptualise, test, and visually finish the game all within two days.

Challenges

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Project Brief

HomeGo

MY ROLE

I led the game concept and mechanics design, translating the jam theme into a playable system.

I designed:

  • Core gameplay mechanics

  • Rule system & balance logic

  • Visual language

  • Board layout & Design

  • Two types of card systems

Looks like tic-tac-toe.

Plays like absolute chaos

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Game Mechanics

MASKED MAYHEM is a strategic board-and-card game of pattern recognition, bluffing, and control for 4 players. 


Think you can see through the bluff?

Think your tiles are safe? Think again!

Grid Tiles
The heart of the game. Each tile hides a pattern that players must match to claim it.

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Remember what others forget.

Predict what they can’t.

Control the grid before it turns against you.

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Board Design

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CHALLENGE: To design cards that allow players to build patterns quickly and intuitively, while keeping the gameplay strategic and easy to understand.

Card Design

SOLUTION: Using simple geometric shapes in distinct colors. This keeps the gameplay fast-paced while encouraging pattern building, planning, and tactical placement on the grid.

SHAPE CARDS

CHALLENGE: To design a board that supports dynamic gameplay without making the system complicated, bulky, or hard to carry.

SOLUTION: A modular 3×3 tile grid that is randomly arranged each game. This keeps the board unpredictable and prevents repetitive play, while maintaining a clean layout, easy setup, and a visual language that reflects the game’s masking and sabotage mechanics.

SOLUTION: Designing a deck of power cards that can shift tiles, break shields, swap colors, or manipulate the board, adding unpredictable twists while still keeping the core strategy intact.

CHALLENGE: To introduce moments of chaos and sabotage without making the gameplay feel unfair or overly complicated.

POWER CARDS

This deck have 8 types of power cards.

Gameplay & Manual

SOLUTION: Combining pattern-building with shape cards, board control through tile placement, and unpredictable power cards. This creates a flow where players build their strategy, mask their intentions, and disrupt opponents, keeping every round tense, playful, and unpredictable.

The first person to secure three tiles in a row wins!

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This deck have 3 shapes in 4 colors and 2 type of wild cards.

There were 2 type of card deck designed for this game.

Game tokens & shield

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PROBLEM: Create a gameplay flow that feels strategic yet chaotic, where players can plan their moves while constantly dealing with sabotage and unexpected twists.

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Anticipation

Suspicion

PLAYER EXPERIENCE

Chaos

*Hower to know*

Triumph

Revenge

Tension

THE 48-HOUR GALLERY

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TAP TAP !!

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