Minigame Rumble
Course Instructor
Afsoon Yousefi Zowj
Abstract
Minigame Rumble
By Matthew Maragos, Sagar Mathur, and Soojal Kumar
This project presents a local multiplayer video game that features a collection of minigames designed for quick and party-style gameplay. The game focuses on entertaining, fun, and accessibility, supporting up to four players using Xbox controllers with an intuitive input system. Each minigame offers distinct mechanics, including a card-matching game and reflex-based runner game. All minigames have a major focus of social gameplay, hence the local multiplayer, but each minigame offers its own unique challenges. Our card matching offers memory and some quick thinking, while our endless runner offers quick thinking and action-oriented reflex challenges. Each minigame is designed to encourage competition, while enabling and maintaining a lighthearted, enjoyable, fun, and engaging atmosphere that appeals to casual and competitive gamers alike.
Developed in Unity, the game uses both the old Input System and the new Input System that ensures seamless controller integration for dynamic and competitive play. Players will interact with our flashy and retro style user interface (UI), interact with procedurally spawned objects, navigate and jump through a game environment, and compete in skill-based (and some luck) challenges. The mechanics of the minigames are built around procedurally spawned objects that the players can select, avoid, or interact with in real time. This game focuses on multiplayer, so the absence of a single-player mode reinforces the game’s social focus, fostering engagement through local multiplayer dynamics where players directly influence each other’s experience. The design prioritizes replayability, fair competition, and quick, engaging rounds that cater to all casual and competitive players alike.
Through iterative playtesting and feedback, the game has been constantly improved to enhance user experience, responsiveness, and balance. Playtesting sessions provide major insights into responsiveness, fairness, and overall player enjoyment, enabling continuous improvements to mechanics and UI elements. The technical aspects of the project also highlight key challenges in local multiplayer development, such as the synchronization of player inputs of controllers, designing UI navigation for multiple users, and optimizing performance for a seamless experience. This game also explores how procedural content generation can increase engagement by preventing repetitive gameplay patterns and maintaining freshness across multiple play sessions. The project includes key aspects of game design, including controller support, local multiplayer, UI accessibility, and procedural content generation. This work contributes to the field of game development by demonstrating effective techniques for implementing local multiplayer mechanics and creating an enjoyable party game experience.
Minigame Rumble
Minigame Rumble
By Matthew Maragos, Sagar Mathur, and Soojal Kumar
This project presents a local multiplayer video game that features a collection of minigames designed for quick and party-style gameplay. The game focuses on entertaining, fun, and accessibility, supporting up to four players using Xbox controllers with an intuitive input system. Each minigame offers distinct mechanics, including a card-matching game and reflex-based runner game. All minigames have a major focus of social gameplay, hence the local multiplayer, but each minigame offers its own unique challenges. Our card matching offers memory and some quick thinking, while our endless runner offers quick thinking and action-oriented reflex challenges. Each minigame is designed to encourage competition, while enabling and maintaining a lighthearted, enjoyable, fun, and engaging atmosphere that appeals to casual and competitive gamers alike.
Developed in Unity, the game uses both the old Input System and the new Input System that ensures seamless controller integration for dynamic and competitive play. Players will interact with our flashy and retro style user interface (UI), interact with procedurally spawned objects, navigate and jump through a game environment, and compete in skill-based (and some luck) challenges. The mechanics of the minigames are built around procedurally spawned objects that the players can select, avoid, or interact with in real time. This game focuses on multiplayer, so the absence of a single-player mode reinforces the game’s social focus, fostering engagement through local multiplayer dynamics where players directly influence each other’s experience. The design prioritizes replayability, fair competition, and quick, engaging rounds that cater to all casual and competitive players alike.
Through iterative playtesting and feedback, the game has been constantly improved to enhance user experience, responsiveness, and balance. Playtesting sessions provide major insights into responsiveness, fairness, and overall player enjoyment, enabling continuous improvements to mechanics and UI elements. The technical aspects of the project also highlight key challenges in local multiplayer development, such as the synchronization of player inputs of controllers, designing UI navigation for multiple users, and optimizing performance for a seamless experience. This game also explores how procedural content generation can increase engagement by preventing repetitive gameplay patterns and maintaining freshness across multiple play sessions. The project includes key aspects of game design, including controller support, local multiplayer, UI accessibility, and procedural content generation. This work contributes to the field of game development by demonstrating effective techniques for implementing local multiplayer mechanics and creating an enjoyable party game experience.