(This is my first time developing a game and also my first time posting on this forum. My English isn’t very good, so I used AI to help explain the idea and translate the post.
Besides feedback on the game itself, please let me know if there’s anything wrong or inappropriate about the way I wrote or posted this. I’ll do my best to improve.)
We’re a team of five students working on a multiplayer party game.
The basic idea is inspired by Ultimate Chicken Horse: players change the next stage together, then enter it and compete. Players earn points by completing the objective, and whoever has the most points at the end wins.
But instead of placing platforms and traps, we want players to change the rules of the stage through a “wish” system.
Before each stage, the game gives players a few incomplete sentences with the nouns removed, such as:
When 【 】 touches 【 】, it explodes.
Players fill in the blanks using nouns they have collected.
For example, if a player has already encountered “Wolf” and “Player A,” they could create:
When a wolf touches Player A, it explodes.
That sentence then becomes an actual rule in the next stage. If a wolf touches Player A, an explosion is triggered.
Players cannot type in whatever they want.
The nouns they can use must come from things they have already encountered in the game, such as wolves, treasure chests, rivers, carts, or other players.
Before entering the stage, players can only guess what the stage will be like based on the wishes they created.
For now, the main objective is to collect treasure scattered around the map. Players have to find as much treasure as possible and bring it back. When time runs out, the player with the most treasure wins the round and earns points.
(We chose this system because fully open text input would be way too hard for us to handle.
If players could type any noun they wanted, we would have to deal with all kinds of objects that do not even exist in the game, and we would have no way to predict every possible input.
By using fixed sentence templates and collectible nouns, players still get a lot of freedom, but we can test every possible combination beforehand.
Since we are only a five-person rookie team, this is our way of balancing player freedom with a manageable amount of work.)
Right now, we’ve hit a design problem.
It is very easy for us to keep listing things that could appear in a stage, such as monsters, traps, terrain, treasure, and special effects.
But we haven’t really answered the more important question:
Why would combining these things actually be fun?
The most obvious use of the wish system is creating evil rules to mess with other players.
For example:
Wolves explode when they touch Player A.
Player B gets chased by every monster after picking up gold.
These rules could definitely be funny and fit the party game feeling.
But we’re worried that if the whole game is only about finding new ways to screw over other players, it might get old pretty quickly.
So we’d like to ask:
In a multiplayer party game where players can freely combine rules, what other interesting player behaviors could come from the system besides sabotaging each other?
Any ideas are welcome.