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PRATIK JADHAV

Game designer · Level designer · Game Systems designer

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

  1. A 7-day mission clock with no waypoints. The player decides when they know enough to act — and lives with what they did.

  2. Jac follows a full daily schedule across 7 locations. The player's job is to learn it before they use it.

  3. The epilogue reveals Jac was innocent. Every system in the game was designed to make that conclusion feel earned, not cheap.

Game Systems Design

  1. 23 NPCs, 69 conversations, 3 risk tiers. Every question costs suspicion. Once asked, it cannot be unasked — state persists across save sessions.

  2. The suspicion bar decays passively. A patient player recovers. A rushed player fails regardless of how good their intel is.

  3. 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

  1. 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.

  2. La Sala is always staffed. The cemetary is usually empty. The player discovers this, not the game. No markers, no hints.

  3. 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

Download game - itch.io

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