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Post #2647260

2026-04-18 07:25 UTC

@benthroop@mastodon.gamedev.place Add to that that everything is generated on the fly, which has save-state complexities whenever a player leaves an area so that it ungenerates. There's challenges related to e.g. bringing an item from one area (which later ungenerates) to another, and so on. All this complexity is compounded with multiplayer to a level where I'm not sure I can even keep it straight in my head.

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  • @runevision@mastodon.gamedev.place @benthroop@mastodon.gamedev.place multiplayer is a tough subject. It adds a lot of complexities, bugs, testing hassle... But starting with a solo game thinking "maybe I'll add multiplayer later" is not a good way to do it either. There is no good solution, for all the kind of games where multiplayer is "nice to have" but is not mandatory for that kind of game. I mean, even if it wasn't a puzzle game, with those specific additional difficulties, it would still be a tough decision.

    Open ##2647263