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SpyParty is an asymmetric, one-versus-one game of perception and deception.
At a party populated with a number of AI partygoers, a spy is tasked with completing a number of missions within a time limit. Watching the party from an outside vantage point is a sniper, whose sole mission is to identify and terminate the spy with a single shot. Both players have tools at their disposal; the sniper can mark people and objects to keep track of their behavior, while the spy can simulate the behavior of AI characters and employ a number of deceptions to attempt to throw the sniper off their trail.
Game Setup
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Before the game, one player chooses to be either the spy or the sniper; the non-choosing player is locked into the alternate role. The spy chooses both the map and what missions are to be attempted. The spy then "casts" the game by choosing a character for the spy, and (as necessary) any other characters who have associated missions possible.
Gameplay
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During the game, both players can see:
- The party, from their particular vantage points
- The game clock
- The list of available missions for the spy
- The identity of the ambassador, if the Bug Ambassador mission is available (expect on the Modern map)
Only the spy can see:
- Indicators on the mission list, including:
- Which missions the spy must complete among the available missions
- Which missions the spy has completed
- The status of the Transfer Microfilm mission, if available
- The true color of books, indicating which bookshelf a book was removed from
- The actual identity of the double agent, if the Contact Double Agent mission is available
- The identity of the seduction target, if the Seduce Target mission is available
- Different colors for swapped and inspected statues, if the Swap Statue and/or Inspect Statues missions are available
- The countdown clock, once a spy has completed all assigned missions
Only the sniper can see:
- Highlights and lowlights on the partygoers, when the sniper has applied them
- Color markers on removed books, when the sniper has applied them
- A roster of all partygoers with highlights and lowlights noted
- Suspected double agents, depending on the map, if the Contact Double Agent mission is available
The spy and sniper may chat to each other via text in-game; beyond that, the only interactions the spy and sniper have are:
- The spy can see a red laser representing the sniper's center of field of view.
- If the spy attempts or fakes the Contact Double Agent mission, both players will hear a sound clip of a man speaking the words "banana bread."
- If the spy chooses to add more time by checking their watch, the sniper's clock will adjust accordingly.
Endgame
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The game ends when one of three things happens:
- The sniper fires a shot, in which case the sniper wins if they shot the spy; otherwise, the spy wins.
- The spy completes all their missions in time, in which case the spy wins.
- The spy runs out of time to complete their missions, in which case the sniper wins.
If the game ends on mission completion or timeout, both players are immediately notified of the game's winner. If a shot is fired, the victim falls over dead to the sounds of screaming partygoers. The spy will immediately know if they've won (because their character will not have fallen over dead). The sniper typically can't tell immediately because their view is limited by the sniper scope. In any case, the endgame screen will shortly appear, notifying both players who has won and lost. The identity of the spy and the sniper's target (if a shot was fired) are both revealed, and both players can see which partygoers the sniper had highlighted and lowlighted at game's end. Both players can also see a log of all actions the spy and sniper took during the round, and at what times they were taken. On the right side of the screen is a replay display, allowing both players to individually review the game. The replay is also automatically stored on their respective computers, allowing them to view it at a later time.