"A Slow Multiplayer Game"
"Unity Netcode"
"Juxtaposition"
"Online Multiplayer Game"
"Patience"
"Time"
Gameplay
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Control the Cube using the arrow keys.
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The Cylinder reacts to the Cube’s movement—rolling toward the edge of the field and disappearing once it reaches the boundary.
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The Cylinder ejects two types of balls:
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Grey Balls — touching one ends the game in failure.
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Blue Balls — create a new Cylinder on the opposing player’s side.
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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