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(1 edit) (+4)(-3)

There should be like an "Impostor Chance" that goes up each round if you're not imposter. The player(s) with the highest imposter chance(s) is/are the imposter this round. Once the round ends, the imposter's (or imposters')  imposter chance is reduced down to zero to prevent back-to-back imposter games or never being imposter at all.

(+1)

agreed, the chance of getting imposter should go up like 10% each game you dont get it

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Having the percentage to be an impostor go up in a bad from a game design perspective.  It needs to be completely random or else the game falls down in the long run just like @anon1233 pointed out.

While being the Impostor is fun, it is also fun to beat the impostor by completing all the tasks on the ship.

I personally love not being the Impostor and ejecting them out of the air lock.

Absolutely, taking out chance becomes just a game of card counting.

It should only be effective when there are 10 players in the lobby. That way, it teaches players to stop quitting out (or being sore loser). But the percentage should be 2% for everyone else and 2% less for the impostor(s).