Inspiration

Keep Talking and Nobody Explodes x Apollo 13

What it does

Asymmetrical networked multiplayer, with one player on the desktop playing as Mission Control whilst the other player is in a headset as the astronaut returning to Earth.

How we built it

Unity, C#

Challenges we ran into

Game design. Figuring out how to balance the fun for both players in a system that felt like the player in the headset had the more exciting experience was something we took a lot of time to consider. The networking came about because we thought it would connect the players closer together if the Mission Control player could view up-to-date information coming from the player in the headset, unifying their experience.

Accomplishments that we're proud of

Getting a first working gameplay loop completed about 6 hours into the game jam. We learnt from previous jams to start simple and then layer the game with more complexity over time.

What we learned

Balancing game content in a multiplayer experience.

What's next for We Have a Problem

$1 million revenue :)

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