Level Design of Rumble Sus
Introduction
Rumble Sus is a social-deduction party game that supports up to eight players. The core gameplay mechanic uses Joy-Con vibration to help players detect traitors.
Rumble Sus is a social-deduction party game that supports up to eight players. The core gameplay mechanic uses Joy-Con vibration to help players detect traitors.
At the start of the match, players are secretly assigned roles as either Innocents or Traitors.
Before the game begins, the traitors’ Joy-Cons vibrate.
During gameplay, when two traitors are close to each other, their Joy-Cons vibrate again.
The goal of the game is to eliminate all opposing players.
Innocents can pick up a radar item to detect nearby traitors through Joy-Con vibration.
Players can eliminate opponents by punching them or throwing bombs.
The boxing glove is a consumable item that can only be used once.
By constantly moving around the map, players gather more information about other players’ identities. Movement also increases the likelihood of chaotic interactions and humorous moments.
Party games are about social interaction and shared experiences. Therefore, there are no lethal environmental hazards in the levels. Players can only be eliminated through direct player actions such as punching or bombing.
As a small-scale, low-budget project, randomness is key to creating variety between matches. Item spawn locations, spawn frequency, and level mechanic devices are heavily randomized to ensure each match feels different.
Level Mechanic: Four rotating platforms
This is often the first map players experience, so the mechanics are intentionally simple. The four circular platforms rotate at different speeds, creating a gradually increasing sense of chaos.
Level Mechanic: Radar spawning
A radar is dropped onto the map at the start of the game, giving Innocents an early opportunity to identify traitors. However, the radar’s overall spawn rate on this map is significantly lower. The walls are also much taller, meaning players can only attack others by throwing bombs. Peace is not an option.
Level Mechanic: Randomly rotating hex platforms
Hexagonal platforms rotate at random intervals, and the number of barriers on each platform is also randomized. Together, these mechanics often force players into tight spaces, creating tense moments where multiple players are stuck together for a few seconds.
Level Mechanic: A moving central platform
Bombs only spawn at the four corners of the map, making it easier to throw them toward the center. Radars and boxing gloves spawn exclusively on the central platform. Every 10–20 seconds, the central platform lowers and then rises again, increasing the risk-reward dynamic of staying in the middle.
Level Mechanic: Four pillars moving up and down randomly
The constantly changing height differences create situations where players may become trapped or gain the high ground to attack others with bombs. Advantages and disadvantages shift rapidly as the pillars move.
Level Mechanic: Randomized conveyor belt directions
The direction of each conveyor belt is randomized every match. Players can use the speed boost to chase opponents or make a quick escape. Some players even hide behind pillars to ambush unsuspecting enemies.
Level Mechanic: Portals
Teleport destinations are randomized, and the spawn rate of boxing gloves and bombs is significantly increased. This combination creates fast-paced and chaotic chase sequences.
Level Mechanic: Destructible gates
Some gates can only be destroyed by Innocents, while others can only be destroyed by Traitors. These gates act as “social deduction evidence,” encouraging player observation and enabling deeper strategic play.
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All gameplay mechanics designed and developed from scratch using Blueprint scripting.
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