Devil’s Eye is a timed number finding game in a room with interactive wall screens: find the target numbers and press them out, alone or in a group.
Devil’s Eye turns a small room into a timed search game. Interactive screens are mounted around the walls, and each player has to find the target numbers and press them out before the time limit, so the run mixes attention with movement.
Eight detection cameras are mounted at 3000 mm in facing pairs, covering the east, west, south and north sectors, so the game can tell which side of the room each player is on.
The room needs four continuous walls, a ceiling high enough for the camera ring, and cable routes from the central pillar back to the host. Wall positions are confirmed on site before production.
Players are briefed on the search rule at the entry, then split across the four sides of the room. The camera ring tells the host which wall each player is at, so the game can score presses on the correct screen and close the round when the time limit is reached.
Beyond finding numbers, the room asks players to manage the eye itself. When an eye unit sweeps the floor, players step behind the central pillar to break its line of sight, then move again once the way is clear, so a round mixes sprints between walls with short holds in cover. Staff explain the dodge rule together with the search rule at the entry, so a first time group knows why the pillar matters before the time limit starts. The pillar, the eye units and the cameras share one axis, so the daily opening check confirms nothing has shifted off that line.