Inspiration
Blendin was inspired by the fun tension of hide-and-seek and the satisfaction of camouflage games, where winning depends on how well you can disappear into your surroundings. We wanted to take that core idea and turn it into something interactive, social, and replayable.
The idea came from the appeal of games where players are not just hiding, but actively blending in. Instead of only searching or only running, Blendin makes camouflage itself the main mechanic.
What it does
Blendin is a camouflage hide-and-seek game where one player hides inside a map while everyone else becomes seekers.
Players can either:
- Use an existing map.
- Build their own map.
Hiders get 60 seconds to paint, draw, and shape themselves into the environment as best as possible. They can choose colors, fill areas, draw with a pen-like tool, and even adjust their pose by laying flat or standing upright to better blend in.
Once the hiding phase ends, the player can publish their challenge. Other players then enter as seekers, get 60 seconds to search, and try to find the hidden player before time runs out.
How we built it
I built Blendin around a simple two-step flow: hide first, then seek.
The game starts with a map selection screen where players can either load the current map or jump into map building. In the hide phase, players are given a compact environment made of blocks and can use color tools to camouflage themselves into the scene. The goal is to create a disguise that matches the map closely enough to fool the seekers.
We also added a publish-and-feed structure so completed hiding challenges can be shared and played by others. That makes the game feel more like a community-driven challenge platform instead of just a one-off hide-and-seek round.
Challenges we ran into
One challenge was deciding how to present the game visually. I started with 3D assets, but I was still exploring whether that is the right direction for the final version.
Another challenge was making camouflage fun and readable at the same time. The hiding tools need to be flexible enough for creativity, but simple enough that players can quickly understand how to blend into the environment.
I also had to balance the time limit so hiding and seeking both feel fair. Too little time makes the game feel rushed, while too much time can remove the tension that makes camouflage games exciting.
Accomplishments that we're proud of
I'm proud that Blendin turns a familiar game like hide-and-seek into something more creative and strategic. The camouflage mechanic gives players a new way to think about hiding, not just where to hide, but how to become part of the map.
I'm also proud of the user-generated aspect. Letting players build, customize, and publish their own maps makes the game feel alive and community-driven.
Most of all, I'm proud that the concept is easy to understand but still has a lot of room for clever play. A good hiding spot feels satisfying, and a good search feels rewarding.
What we learned
I learned that a simple social game becomes much more interesting when players are given tools to shape the experience themselves. Custom maps and camouflage options create much more variety than a fixed play space.
I also learned that presentation matters a lot in a game like this. The way the map, character, and colors are shown directly affects how believable the camouflage feels.
Finally, I learned that hiding games work best when both sides have clear goals. Hiders need enough freedom to be clever, and seekers need enough time and visibility to feel like the hunt is fair.
What's next for Blendin
Next, I want to keep refining Blendin’s visual style and gameplay loop.
Possible future additions include:
- More map themes and environmental styles.
- Better camouflage tools and painting options.
- Improved seeker vision or detection tools.
- Better support for 3D environments if I continue in that direction.
- More social features like ratings, favorites, and challenge sharing.
I would also like to experiment more with how players hide, because the better the disguise system becomes, the more creative and memorable each round will be.
Built With
- devvit
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