Party 32 is a (in-development) familiar sort of party video game, but for 32 local (!?) players divided into... initially, four teams. Often, games that support lots of local players are quick and snappy elimination sort of games, which are kind of punishing and also bit of a waste if you're going to get such a large crowd and a bunch of equipment all together.
Also, isn't it kind of weird how games with "Party" in the title often don't really support the whole party?
So this is the game for the whole party, and it gives you something you can actually get invested in and strategize about. Even then, it's not really entirely about who won and lost - the zany minigames and hilarious turnabouts keep everything fresh moment-to-moment and the comfort of being on a team means you don't have the burden to win or lose all on your own. You're in this together!Follow here for development updates!
Probably not. I'm a total noob game dev and have no idea what I'm doing, and game dev is hard. I also just really get my kicks out of local multiplayer and in large part I'm making this game for myself, so the more effort I can spend on that, the better. But we'll see, who knows, maybe give it 10 years. I can't deny it makes the game more "accessible". If you want to play this online, you best be ready to pledge to some Kickstarter or whatever.
Maybe, but I'm not too bothered by it. It's a killer formula that's desperate to be iterated on, and I want to play it with 32 players at once. I mean, I could name the main collectibles something other than "Stars" and "Coins", but the things that are familiar are helpful to contrast against what's truly different. In some ways, to remix some parts just make it feel even more of a knock-off, like I'm doing the most paper-thin bit to pretend some of the ideas are original. In the end, the careful tweaks on the formula and zanier gimmicks will be what gives this game its edge, not thematic creativity. Not that it won't be creative - it'll just be creative where it matters.
That video trailer is pretty poorly recorded to begin with, but I am kind of an amateur. I'm coding it pretty custom and choosing to develop it in a web environment - not really an efficient choice - so the architectural decisions are kind of stacked against me. But hey, at least it's super flexible and can run anywhere anytime. They say premature optimization is a bad idea anyway 🤷♂️
I'm super interested in making this something everyone can play - in a game like this, there's no reason for reaction time and complex movements to be all that important. Putting a lesser emphasis on that is super in my interest, for those not as familiar with games and also for those where it's just a straight-up barrier. The game is pretty in-dev which means it is lacking in things like sound and visual cues, but accessibility aspects like this and more are something I plan to do some serious pass-overs for pretty early on. I want this being a "game for everybody" to be a real priority, and that shouldn't come at a cost of flashiness first.