Codename: Snoopy
Role - Designer and developer
Duration - 20 Days
Date of publish - 06/07/2026
Design argument- Intel is your only weapon.
Description - A top-down stealth observation game set in a corrupt coastal town. You have 7 days to track a union leader, gather intel, and eliminate him. The epilogue tells you what you actually did.
Game Design
-
A 7-day mission clock with no waypoints. The player decides when they know enough to act — and lives with what they did.
-
Jac follows a full daily schedule across 7 locations. The player's job is to learn it before they use it.
-
The epilogue reveals Jac was innocent. Every system in the game was designed to make that conclusion feel earned, not cheap.
Game Systems Design
-
23 NPCs, 69 conversations, 3 risk tiers. Every question costs suspicion. Once asked, it cannot be unasked — state persists across save sessions.
-
The suspicion bar decays passively. A patient player recovers. A rushed player fails regardless of how good their intel is.
-
Tracker planting is the central skill gate — nothing unlocks until the player gets physically close to Jac and holds position long enough to commit.
Level Design
-
One map, no levels. The city of Harboury Town is the level — road network, location placement, and camera zoom levels are all spatial design decisions.
-
La Sala is always staffed. The cemetary is usually empty. The player discovers this, not the game. No markers, no hints.
-
The GPS aesthetic is not a visual choice — it keeps the player in the mindset of an observer rather than an actor, right until the epilogue makes observation impossible.
In-game Screenshots