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.
| 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.