• Teams – Red Team: gets frozen at the start, then must locate and craft/obtain a randomized “target” item within a time limit. – Blue Team: spawns alongside and can hunt or block Red Team to prevent them from finishing.
• Difficulty & Timing – Configurable EASY/MEDIUM/HARD modes, each with its own item pools and time budgets. – Dynamic per‑item timers (randomized within a range) that adjust based on selected difficulty. – Server‑client synchronization ensures the client HUD always shows the correct time and difficulty without flicker.
• GUI & Controls – A special “Game Controller” item opens a modern, animated menu UI on the client (start, team select, settings, info). – Overlays include a pulsing timer bar, announcements, and (optional) recipe hints for the current target. – All screens run client‑side (no server containers) for smooth transitions, with animated buttons and themed panels.
• Gameplay Flow – On lobby join, each player receives the controller item once. – The host selects difficulty/time, then starts the game. – Players teleport far apart, are briefly frozen, then the hunt begins. – Collecting or crafting the target ends the round; time running out awards victory to Blue Team.