Screencheat is a ridiculous competitive split-screen first-person shooter where everyone is invisible, so players are forced to look at each other’s screens to win. Supporting both local and online multiplayer, combat in Screencheat is fast and furious with a wide variety of one-hit kill weapons.
The core mechanic of this game forces players to remain completely invisible to one another. The only way for players to determine their opponents' locations is to constantly shift their gaze between their own split-screen display and those of their adversaries. This creates a frenetic, high-tension experience as participants frantically hunt for clues, try to triangulate enemy positions, and line up their shots.
The game features an array of distinctive, one-hit-kill weapons, each with unique properties and behaviors. These range from traditional firearms like the blunderbuss to more unconventional options, such as a "Chefolet" that fires bouncing plasma balls and an explosive-laden teddy bear. Crucially, the developers have designed these armaments with clear "tells" - visible effects and trails that provide visual cues to attentive players monitoring the other screens.
The game's maps are divided into distinct color-coded regions, with recognizable environmental features serving as additional orientation points. This thoughtful map design is essential, as it gives participants just enough information to make educated guesses about their opponents' locations through the "screencheating" mechanic.
Beyond the standard deathmatch, the experience offers a variety of modes that put unique twists on the core invisible/screencheating concept. These include "One Shot," where players can only fire once before a cooldown, "Murder Mystery," which tasks participants with killing a specific target with a specific weapon, and "Capture the Fun," which involves picking up and holding a randomly-spawning objective.
Developers have provided players with a high degree of customization, allowing them to tweak everything from the available weapons to the victory conditions. They can also apply various "mutators" that introduce additional modifiers, such as low gravity or an "Australian" mode. This flexibility enables groups to tailor the experience to their preferred playstyle and preferences.
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