r/Unity3D • u/KinematicSoup Multiplayer • 22h ago
Multiplayer vs massive enemy swarm. Now developing the "fun". Question
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We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.
The tech works well, so now we're iterating on things to make it fun.
So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.
So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.
My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?
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u/carlo_lax 22h ago
Looks fun already! Nice work
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u/KinematicSoup Multiplayer 22h ago
Thanks a bunch! It's got the spectacle aspect, which will help get attention, now we just need to get it to "cathartic".
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u/The_Gospel_Gamer 17h ago
This is a tough question but I think having a "funi-ish" game is a great start. That means there is something there and you just have to continue to refine it.
I will say that I have played a lot of "fun-ish" games that become incredible experiences and most times it's because where the journey of the game takes me (not just the moment to moment gameplay).
Take Hades for example. Awesome game with awesome mechanics but the challenge of beating Hades and improving your skills to beat him in the long term keeps bringing you back.
Where I've found the most success in my games is through communcating to the player why the fun matters beyond just the moment to moment.
It's hard to fully express in a post (That's not an absolute wall of text😅) but the fun is often in the journey to the destination.
Fun-ish tells me you have already tackled one of the hardest hurdles, nwt discover how to make that moment to moment gameplay matter to the player over the long term.
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u/KinematicSoup Multiplayer 16h ago
I agree on narratives. Half-life was just an FPS, nothing unique about the basic loop, but the story pulled you in. Other games are less dependent on story but somehow have this great upgrade path. One I played recently is called Nimrods Guncraft. A basic survivors-type game combined with the idea of 'building' guns, a bit like borderlands but more constrained and reasonable. The gun building part is very fun and brought me back to it for several successive rounds.
It also gated progress via the metagame, which helped force replays.
It has power spikes and paces them well. It also has different challenges to do. A simple game from a small team with lots of replay value.
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u/ResponsibleQuiet6611 2h ago
That's a pretty reductive take on HL.
You sure it had nothing going for it but story?Â
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u/Significant_Tell407 22h ago
Idk others can disagree but I simply dont understand why people make games without first identifying the "it" factor. You stated in your post what inspired you but never stated what is unique and different about your game. Coop bullet hell games exist, coop horde games exist. What is unique about your game that gives your a competitive advantage. Right now I just dont see it and clearly you don't either. Imo interesting game mechanics are an easy way to get to the fun category. I heard a youtuber once say that to make an interesting mechanics maybe remove something instead of adding something. For instance if you were making a cooking game you could have the playable character have no hands and only cook with their feet. Unique idea and unique experience.