SilentComet & Spymaster
Spymaster Spymaster
Hey, have you ever considered how a game’s stealth mechanics could be turned into a study of psychological warfare? I find the balance between hiding and revealing a lot like a good strategy.
SilentComet SilentComet
It’s actually a line I’ve been chewing on for a while. The way a player learns to read shadows, to predict where a guard might look, feels like a dance between certainty and doubt. In a game I’m prototyping, I want that tension to translate into an emotional beat: the moment you decide to blend into the darkness or to flash a decoy, you’re nudging the other player’s mind, making them question what’s real. It’s the same idea that makes a good stealth game feel like a chess match, but with a human element—every hidden move is a psychological jab.