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"A Slow Multiplayer Game"

"Unity Netcode"

"Juxtaposition"

"Online Multiplayer Game"

"Patience"

"Time"

Gameplay

  • Control the Cube using the arrow keys.

  • The Cylinder reacts to the Cube’s movement—rolling toward the edge of the field and disappearing once it reaches the boundary.

  • The Cylinder ejects two types of balls:

    • Grey Balls — touching one ends the game in failure.

    • Blue Balls — create a new Cylinder on the opposing player’s side.

  • All Balls move in sync with the player’s movements.

Prompt: “a slow multiplayer game”
contradiction between ‘slow’ and ‘multiplayer’
→ how to make slowness meaningful in a shared system
→ idea: one player or the server constrains others’ speed
→ start prototype with Unity Netcode

Brainstorm — First Idea

prompt → a slow multiplayer game
→ invert “speed” concept → slowness as skill
→ test through movement

→ Mode 1: Obstacle Race
 → treadmill tiles → constant motion
 → adjust input speed → reach finish

→ Mode 2: Dynamic Obstacles
 → timed platforms / spikes / falling blocks

→ Mode 3: Co-op Build
 → one controls X, one controls Y
 → sync rhythm → construct together

→ add visual + rhythm feedback
→ goal → timing mastery → coordination over reflex
→ theme → slow = control, not delay

Design Process

Brainstorm — Second Idea

prompt → slowness as time itself
→ world moves in real time → actions unfold over hours/days
asynchronous multiplayer

→ players in isolated “black boxes”
 → indirect interaction → environment reflects others’ actions

→ Mode 1: Shared Garden
 → nurture growth → effects ripple slowly

→ Mode 2: Hidden Puzzle
 → each solves a piece → feedback through color/sound changes

→ Mode 3: Resource Network
 → send/use resources → unseen chain reactions

→ feedback → subtle environmental shifts
→ theme → connection through patience and observation

Brainstorm — Third Idea

prompt → physical slowness
→ control through body motion → use webcam tracking
slow = success, fast = failure

→ Mode 1: Obstacle Navigation
 → move slowly → avoid traps

→ Mode 2: Time Puzzle
 → movement speed controls time flow

→ Mode 3: Co-op Motion
 → two players synchronize slow gestures

→ add motion blur + feedback cues
→ goal → precision and calm control
→ theme → focus, patience, embodied rhythm

Reversion — Current Gameplay

prompt → combine earlier insights
→ mix reactive rhythm (Idea 1) + asynchronous time (Idea 2)

→ one player’s rhythm affects another’s pace
→ shared world responds with delay
multiplayer tension through waiting and response

→ goal → slowness becomes interaction itself
→ theme → slow connection, mutual constraint, time as dialogue

© 2035 by Odam Lviran. Powered and secured by Wix

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