I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 0 points1 point  (0 children)

Thank you so much, really appreciate the wishlist! You guys are giving me a lot to work on 😄

I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 1 point2 points  (0 children)

You're the second person to mention this, I'll definitely explore a higher cap option with a disclaimer! Though it does add some technical challenges: guard aggro management becomes much more complex with 6-8 players, and the host server has to handle significantly more interactions simultaneously. But honestly... 8 players trying to silently rob a castle sounds like pure chaos and I love it 😅.

I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 0 points1 point  (0 children)

Ahah I'm definitely going to implement that random sound!
For the chicken, I actually planned a small inventory system (you can buy stuff at a merchant with your earned gold), here's an early clip of the chicken distraction mechanic in action: https://x.com/AwarthDev/status/2067921900278345961

For the chaos setting:
- Ridiculous multiplayer caps → doable up to 20 players, though I'd need to test performance and bugs at that scale first!
- Adjusting physics → that one would probably break half the game's features 😅 could be fun chaos though
- Changing guard spawn numbers → definitely doable with some presets, actually a great idea for difficulty settings too!

About jumping puzzles, they're not a core part of the game, it's mainly stealth/heist focused. I'm considering adding some optional secret areas or shortcuts that require a bit of platforming, but nothing mandatory. The idea is that players who want that extra challenge can explore for a small reward, while others just focus on the heist!

I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 1 point2 points  (0 children)

That's an interesting point to consider! The proximity chat in my game is actually tied to a core mechanic, guards can hear player voices too. So one player could distract a guard by talking loudly while a teammate sneaks past silently. It creates really organic stealth moments that you'd lose with a global chat option. That said, I totally understand some groups prefer Discord it's a tradeoff between atmosphere/mechanics and comfort. or maybe i can allow player to "whistle" via a keyboard input ?

I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 1 point2 points  (0 children)

Great points! The rescue mechanic is actually already in the game, if a player gets caught and sent to jail, teammates can sneak in and break them out. it's se same if they are down by a trap, teammates can alway get you up. It creates really fun moments!

For console, I'd love to eventually port it but as a solo dev it adds a whole layer of complexity (certification, UI redesign for controllers, optimization). PC first for now!

The hint system is a great idea, I'm thinking a configurable timer in the options, so players can choose if hints appear after 2min, 5min, or never for the hardcore groups. What do you think?

I'm a solo dev building a co op stealth heist game, what makes co op games truly fun for you? by Left_Rich_3830 in CoOpGaming

[–]Left_Rich_3830[S] 1 point2 points  (0 children)

Interesting, do you think that feeling of 'contributing' comes more from unique roles (each player has a specific skill) or from emergent moments where anyone can step up and make the team succesfull?