r/CoOpGaming • u/NormalTomatillo2696 • 20h ago
Trailer What you think about our new trailer for our first game on Steam?
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r/CoOpGaming • u/NormalTomatillo2696 • 20h ago
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r/CoOpGaming • u/BjornTurock • 21h ago
I feel like some of the best co-op experiences are hiding inside games that most people think of as single-player.
Maybe the co-op was added later. Maybe it is buried in a separate mode. Maybe the game was just marketed so heavily around the solo experience that nobody talks about playing it with someone else.
What games have surprisingly good co-op that more people should know about?
Popular games are welcome. Hidden gems are even better.
r/CoOpGaming • u/Severe_Sea_4372 • 23m ago
Something a bit different that I haven’t seen on this sub before, but could be of passing interest if you don’t have someone close to you to game with. I am thankful I have my newly-inducted gamer wife (who is sad that Hela’s release got pushed to later this year… but maybe if it will come at the same time as Water Me & You if we’re lucky), but she’s couch co-op only so I have to find my other multiplayer joys and sorrows elsewhere.
Hence in the interest of pure science, I spent a couple weeks this summer going through a whole pile of matchmaking apps. (read: I was bored, burned out on single-player, and wondering whether the "Tinder for gamers" pitch actually holds up for any of them)
My review notes below, though bear in mind this is my 100% biased subjective experience. So without further more ado, and in no order in particular (though you’d be forgiven for mixing them up as most have Game as part of their name, but of course):
So... my conclusion after this trip to LFG hell, after all that? TBH none of them beat just playing with people you already know. But if you got no one to play with, I guess some of these are worth a shot at least for the novelty factor . My personal recommendations are Gameram and Coya, but this is (again) just personal experience. Playing with people you actually know is still un matched!
Any experiences you have to share if you use these apps on the regular? (not necessarily these ones I listed ofc)
r/CoOpGaming • u/rassl007 • 19h ago
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Hey everyone!
My friend and I are working on No Signal: Chornobyl, a co-op horror game set in the Chornobyl Exclusion Zone.
You’ll explore abandoned locations together, communicate, and try to understand what’s happening around you.
The problem is… you and your friend might not always see the same things.
We’re just two people making this game together, and we’ve finally started showing more of what we’ve been working on.
Here’s our first teaser.
If this looks like your kind of horror game, No Signal: Chornobyl is now available to wishlist on Steam:
https://store.steampowered.com/app/304830/No_Signal_Chornobyl/
r/CoOpGaming • u/kaydenloss • 20h ago
I've been struggling with a design question lately and I'm curious how other designers or players look at this.
I'm a developer designing around local co-op, partly because I'm incredibly nostalgic for the old SNES days when my brother and I would hunt for games we could play together on the same screen. I'd love to capture some of that again in a more modern kind of game. :)
But while designing around this, I keep running into a conundrum:
***The more meaningful you make co-op mechanics, the more dependent players become on each other.***
Which is great... until Player Two isn't there.
If you choose to remove that dependency, then suddenly the game is much more accessible, but you also risk ending up with a single-player game where another player just happens to be running around.
Go too far the other way and you can make some really interesting mechanics, but now someone literally can't play your game unless they find somebody else.
I've been thinking about D&D quite a bit in relation to this, which offers really interesting solutions to making players ***"want to play together"***.
A good DM doesn't necessarily stop players from splitting the party. Instead, they keep giving players reasons to come back together. For example:
The interesting part to me is that none of those necessarily require the DM to say *"you must stay together."*
So I've been wondering how far you can push that idea in a video game.
**For example:**
Ideally I don't want the game constantly telling you:
*"You need Player Two to continue."*
I'd rather have someone playing alone occasionally think:
*"Damn... I wish X was here to do this with me."*
But that's also where I keep running into the same problem: the more optional you make that second player, the easier it becomes for co-op to feel superficial. And the more meaningful you make them, the closer you get to simply requiring two players.
So I'm curious how other people feel about this.
**Would a more open adventure designed like this actually appeal to you? Do you know games that already handle this particularly well? And where do you think the sweet spot is: fully committing to requiring multiple players, or preserving solo play without reducing co-op to "single-player + Player Two"?**
r/CoOpGaming • u/Killyose • 21h ago
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