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Airboid

1
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A member registered Nov 30, 2020

Recent community posts

(4 edits)

Here is the thing: Among Us is made for "kids" (or, to say, they have kids as a target audience or the majority audience whether they want it or not) in spite of being an online multiplayer, and as such, being +13. However, child mentality is not suited to this kind of game because they don't have the cooperative empathy needed to wait and help after being killed (they think it's a loss, it seems), and that spoils the playthrough in public rooms. Lots of users will constantly quit after finding they are not impostors or after being killed by the impostor, or after being ejected (rightfully or not). There are two reasons for that (one or both):

- There is not enough positive reinforcement in being a dead crewmate or impostor;

- There is not enough punishment for those who leave.

The second option is way more consistent with my experience. Recently, I made a test and contiunously quit three different rooms before and three after the game started, and in the latter I was punished with a 5 minute delay before entering another room. This is clearly not enough or not correctly implemented, as people still leave. If the goal of the game is to find the impostor OR win by completing tasks even after you are dead, then you must punish those who are not partaking in the game, be they kids who have the attention span of a butterfly or trolls.

As a side note, adding an exclusive chat command for impostors to talk among/between themselves is not a bad idea at all. Also adding a friend system as a long-term endeavor, since playing with known people slightly reduces the aforementioned problem.