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A jam submission

Assassin TagView game page

Trust No One in this Brackey's Game Jam 2026.2 Entry
Submitted by bouncycastle (@bouncycastleio), lunaticlucas, filethirteen, SymbioticParker — 2 hours, 31 minutes before the deadline
Rated by 22 people so far
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Assassin Tag's itch.io page

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How does the game fit the theme?
You trust noone because anyone could be hunting you while you hunt others

What code and assets did you not make from scratch during the jam (if any)?
Synty Assets for Characters, Custom RelayTransport + RelayServer for Mirror, Mirror, Retro Arsenal Asset Particle Effects, Mixamo animations, Unity Starter Character Controller

How many people worked on the game?
3

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Comments

Submitted

I actually was really excited to try this game as it reminded my immediately of the old Assassian Creed multiplayer mode but I also can not get the game to work. Trying to host or join seems to do nothing. Good idea though

Developer

Hey there, sorry I've been traveling the past few days and it seems like my server crashed. I have restarted it now if you want to give it another try.

Submitted

I could not get the game to work, even solo. As soon as I would try and host a game, my avatar would disappear and I wouldnt be able to continue.

Developer

Hey there, sorry I've been traveling the past few days and it seems like my server crashed. I have restarted it now if you want to give it another try.

Submitted(+2)

Respect for doing a multiplayer game. I feel there should be a time organized for people to play them so they get more action.  

Developer(+1)

Yeah I also considered just adding a server browser but it still would require multiple people to be on the game at the same time without prior set up which is unlikely in a jam setting. I guess if I did set up a server browser I could at least keep a game open to see if anyone joins it and just play with whoever does join. Another option is as someone else pointed out, to add bots, but the game is definitely more "game" when playing with other players imo, in this case.

Submitted(+3)

A multiplayer game in a Jam deserves HUGE congratulations. It reminds me of the old AC multiplayer, and I love it!
Great game overall!

Developer(+1)

Thanks, our last one didn't go so hot because it required download + opening ports so it was a much harder experience, so we came prepared this time. We also make almost exclusively multiplayer games. As for old AC multiplayer, definitely an inspiration though we didn't have much playtime, the concept stuck with us.

Developer(+2)

We have some updates that we will post after the jam. Since they were not considered bug fixes we didn't do the initial 48 hour period for bug fixes and additional platform support:
1. Free Camera - Hold Right Click/Left Trigger allows you to move your camera around but the character keeps moving in relation to the last camera position (Sprint is now Shift/Left Bumper)

2. Improvements to activity monitoring - Instead of instantly giving away your position to targets and hunters while doing high profile activities there is a meter visible to you and it fills up as you continue to perform actions and lowers if you don't perform high profile activity

3. Sensitivity slider in round and a pause menu you can get to by hitting TAB in game to modify your sensitivity on the fly

4. Added some extra information to the threat compass so you can more easily identify threat from target

Submitted(+2)

I was able to play with my friends, the game is pretty fun.  It's a bit hard to control the movement in the beginning but after I got used to it, it went quite smoothly. It's unexpected to see multiplayer game in the jam but it's great overall. Great work :)

Developer(+1)

Thanks for playing, could I ask what the issues with controls were? Camera based or character movement?

Submitted(+1)

It's the camera but I don't know it's my fault or not. When I walk, it sometimes zooms in and out. When I turn left or right, it's kinda spin around so I panicked lol

Developer(+1)

Okay, we have it so the camera pulls toward the player so that objects don't block the view of the player, it should only move when you move your mouse so I'm not sure why that could be, we're using pretty standard camera approach. We just wanted to make sure you could always see the player but I understand that could be kind of jarring. If you walk through the clothing racks for example the camera gets pulled to the player and that probably shouldn't happen.

Submitted(+2)

Really would have liked to test it. Maybe a version with bots would have been useful for a jam where not everyone is able to find people to try out small projects like this. But I also like the ambition to do a multiplayer game in general. the core concept also fits perfect with the theme of the jam.

Developer(+1)

Thanks for playing, that's a great idea. Our team focuses almost entirely on multiplayer experiences as such our single player aspects tend to lack. I will take this into account for future projects and think about how I can add in bots to allow for single player experiences to partially mirror what multiplayer is like.

Submitted(+2)

I tried it with another person, we found that it works better on a PC than a laptop - the one on a laptop keeps zooming in and out so it was quite distracting at first (not sure if it was a bug or we were using the mousepad wrongly). But we learned to get a hold of it and it was fun to play. Definitely would work better for bigger groups. Overall great job!

Developer(+1)

There shouldn't be any zooming in and out as the input for that was not connected, if anything it's probably that the camera would have had an obstructed view of the player so you probably had your camera too low, if you look down onto the characters it probably works better. But yeah if you walk near a shelves or under the clothing racks the camera gets pulled into the character really easy in the more cluttered spaces of the level. Something to polish it up for us could have been making it so that camera deocclusion stuff doesn't apply to most shelves or it pulled the camera up instead of toward the player.

Yeah I've only played it with a group of 4 so far but it was pretty fun, I think it gets more fun with even more people.

Thanks for the feedback and thanks for trying the game out.

Submitted(+3)

I managed to play with my wife and we had a blast :) Cool game and cool concept!

Submitted(+3)

Such a fun concept! I can imagine it being absolutely hilarious to play with friends!

Submitted(+3)

We made the same game! High five!! Did you ever play AC: Brotherhood back in the day?

Developer(+1)

I've been getting rate limited by itch so sorry for the late reply. Yeah that's awesome. I actually barely played AC: Brotherhood, I don't think I ever played the pvp multiplayer but I loved a lot of the earlier AC games and I particularly like coop games, so AC Unity was really awesome for me... I was obviously inspired by AC Brotherhood's PVP, but I didn't even look up gameplay of it recently, I just based all my stuff off of what I remembered from it haha. I also based it on the idea of assassin that you play in real life, we were talking about doing cameras/cell phones like you do in real life for simplicity with a group chat you text to get your next target and to show your "kill" but it felt like it sold the theme more if you had to be approached by your target. 

I obviously had to give your game a go and it's funny because I really did think about making it 2D and it would have been really similar. I really adore your art and yours is way closer to the source it seems even though it's 2D and mine's 3D. We don't really have a dedicated pixel/2D artist on our team so that's why we went 3d anyway.

I noticed you had some I don't know what to call it, but lines that stick through between sprites. I'm on Unity so I only really know how to solve those for Unity, I have only barely delved into Godot.


Good job overall on this jam, I like that you get to respawn and keep playing. I think it's funny cause both of our games have somewhat the same problem, you start a chain reaction of assassinations, did that happen a lot AC Brotherhood? I was also thinking about adding power ups like I think AC had, like smoke bomb and quick costume change, but it was a lot to fit into this jam.

Submitted(+3)

played with a bunch of friends. fun game and definitely on the unique side for the jam. didn't expect a multiplayer haha

Developer(+1)

Thanks for playing. My one major regret is not changing out the character models for something we made instead, but I'm really happy with what we had and when we played it with friends thought it was fun as well so I'm glad we're not the only ones. We already have a post jam update for it as well to improve some things like being able to free look with your camera to keep the player walking in a straight line and some other UI improvements.

Submitted(+3)

yea great game!! 

Submitted(+2)

Pretty good, but I can't play alone, and feels more like a tag game than a trust no one game.

Developer(+1)

Hey thanks for playing. Well the point is not to sprint around and "play tag" the point is to blend in but if you aren't playing with anyone else then I guess that would be hard to see. When you get tagged you are out, so you don't tag back or anything, you just get to run around and do whatever until the round ends. So you are walking around trying to find your target while also trying not to be detected. This is what makes it "trust no one" because you don't know if the person walking up to or near you is an NPC or your hunter.