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Meccha Chameleon Game Modes

Meccha Chameleon ships 3 game modes: Normal, Increasing Oni (増え鬼) and Double. All three share the same core loop — the host picks a map, players split into Hiders and Seekers, Hiders get a prep window to paint their plain white body to match the surroundings and lock a pose, then Seekers hunt before the timer ends. What changes between modes is what happens when a Hider gets tagged. If you have seen “Black & White Mode” or “Pixel Mode” mentioned elsewhere, those are visual modifiers, not separate game modes — they do not change the rules, so the mode count stays at three.

Source: modes.json — full 3-row dataset
Normal The default, purest hide-and-seek format. Nothing snowballs and the Seeker count stays fixed, so it is the most readable mode and the cleanest place to learn maps and both roles. Seekers win by finding every Hider before the timer hits zero; Hiders win if even one is still hidden when time runs out. 2 to 4
Increasing Oni The snowball / infection mode. Pressure on remaining Hiders climbs as the Seeker team grows. Early conversions decide the round, so a sloppy first-minute blend is far more costly than in Normal. Hider goal shifts from 'do not get found' to 'do not get found first'. Seekers try to convert everyone; the last Hider still hidden wins (last-one-standing). 6 to 10
Double Removes the fixed team split so there is no luck of being stuck on Seekers all night. The most competitive mode; rewards all-rounders who can both paint a clean blend and read a bad silhouette. The post-round reveal screen plays for both halves. Everyone hides first, then everyone hunts; each player takes a turn on both sides. The side that clears fastest comes out ahead (a race, not a standoff). 4 to 8

Mode-by-mode

Normal

The default, purest hide-and-seek format. Nothing snowballs and the Seeker count stays fixed, so it is the most readable mode and the cleanest place to learn maps and both roles.

When tagged: Tagged Hider is out for the rest of the round (eliminated).

Best for: New players, small lobbies, and stream lobbies (rules match what people expect from hide-and-seek).

Increasing Oni

The snowball / infection mode. Pressure on remaining Hiders climbs as the Seeker team grows. Early conversions decide the round, so a sloppy first-minute blend is far more costly than in Normal. Hider goal shifts from 'do not get found' to 'do not get found first'.

When tagged: Tagged Hider does NOT leave; they join the Seeker team, so the hunting side grows each time someone is caught.

Best for: Full lobbies that want comeback pressure and a clear last-one-standing winner. With only 2-3 players the snowball ends almost immediately.

Double

Removes the fixed team split so there is no luck of being stuck on Seekers all night. The most competitive mode; rewards all-rounders who can both paint a clean blend and read a bad silhouette. The post-round reveal screen plays for both halves.

When tagged: Standard tag during the hunt phase, but the team split is removed.

Best for: Competitive friend groups who want a fair test of both skills.