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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