SCREWED is a local multiplayer party game built in Unity where Workers race to finish their hackathon project while Saboteurs try to stop them — using an AI judge as a weapon.
The twist: a Tattletale Terminal appears mid-match. Players race to it and type accusations against each other. Claude evaluates the accusation against the accused player's real game state and decides the verdict. Lie well enough and your target gets stunned. Get caught lying and YOU get stunned.
Built with:
- Unity 2D + Netcode for GameObjects (local LAN multiplayer)
- Claude Haiku 4.5 API for real-time AI verdicts
- Custom networked game loop with ServerRpc/ClientRpc architecture
How it works:
- Workers stand at desks to fill a progress bar (3 min timer)
- Saboteurs use abilities to disrupt Workers
- A Judge NPC patrols and stuns anyone acting suspicious
- At 2:00, the Tattletale Terminal appears for 60 seconds
- First player to reach it types an accusation
- Claude decides: guilty = target stunned, false = accuser stunned
- Workers win if bar hits 100%. Saboteurs win if timer hits 0.
The biggest challenge was the TattleTale feature as it was not working in any shape and form for almost 2 hours but it was doable at the end. Network stability and the request handled by claude for the accusation can be questionable.
Built With
- c#
- claude-haiku-4.5-api
- netcode-for-gameobjects
- unity-2d
- unitytransport
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