1. 48
  1.  

  2. 6

    chatroom which is limited to 50 messages in total, so use the chat wisely

    That’s a nice touch :-)

    The victim being random when there’s >1 crewmate in the room feels a bit weird, but does allow for quicker kills I expect.

    I’m wondering if there’s a text-based way to implement mechanics like sabotage and vision radius… and I’m imagining an Among Us MUD.

    1. 2

      I’m wondering if there’s a text-based way to implement mechanics like sabotage and vision radius… and I’m imagining an Among Us MUD.

      Something like TomeNET. But I guess we can impose rules ourselves and play Mafia/Werewolf on TomeNET too.

      1. 1

        Is this a parallel to the timed discussion in Among Us? The readme doesn’t say anything about having a time frame during which the discussion happens.

        I agree that might be a better implementation for a text-based game, as typing is not the same as talking on discord. Does anyone have an idea of how many messages are sent in the original game when people play in chat mode?

        1. 1

          From observation, typically four sessions of discussion with about 3 messages per surviving player average. Ten player max, game over when just two or four or six players remain (depending on the number of imposters)

      2. 6

        And now to write a bot (in expect?) to handle all the running around and doing tasks as quickly as possible.

        1. 3

          Neat! Why aren’t we playing this at you know where @icy?

          1. 2

            We should! I’ll setup a server. ;)