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Devlog #1 — Chaotic local multiplayer playtest + seeking feedback

A topic by Sujit Paul created 2 days ago Views: 72 Replies: 4
Viewing posts 1 to 3

I've been working on a local multiplayer Android game inspired by Pass the Bomb, focused on short, chaotic rounds and panic-inducing moments with friends.

Recently I recorded a playtest session.

Current progress:

  • 3 unique levels, each with different challenges and gameplay twists
  • Multiple powerups to make rounds more unpredictable
  • Local multiplayer working and tested with friends

The playtests have been fun so far, but I've reached a design decision I'm unsure about:

Should I add a solo mode with bots?

A few people suggested bots for practice and for when nobody else is around, but I'm also worried about scope. Since Cocos Creator doesn't really provide built-in AI/navmesh systems, I'd have to build a lot of that myself, and I don't want weak AI to end up hurting the overall experience.

Would love feedback on any of these:

  • Does the gameplay look fun?
  • Anything confusing or visually unclear?
  • Would you play a solo mode with bots?
  • Any general thoughts after watching?
  • Crazy power ups ideas?

Even small observations help a lot. Thanks for taking a look

(1 edit) (+1)

First impressions: There should definitely be some sort of animation + sound when the bomb gets passed to a different player.

Also the sound in general could probably do with some improvement. All this clackering of feet!

Thanks man.
I'll work on these feedbacks

As my first impression i think that the overall game idea is nice, and the gameplay looks good, the controlls and lighting and art style could be better though the models are nice it's the effect and light and post processing effects that could be tweaked, i know it's a mobile game but some optimized effect could boost youre overall visual fidelity

Thanks man.
I'll work on the visuals as per your feedback.