Background: we have a rhythm game for Oculus Go (Beatron 2000) that’s doing quite well. Targets spawn at some distance, approach you along a track, and you have to slice or bash them to the beat. It’s currently a single-player game, with local high scores and friend/global leaderboards. But players are starting to ask for multiplayer options.
Our current idea is a sort of “deathmatch” setup: you face your opponent across a long track, with a spawner in the middle that spawns the targets. As you do well, it pushes the spawner away from you and towards your opponent (and obviously the same for him). Anywhere near the middle, this doesn’t much matter, but if it gets too close you start to have less time to react. This probably means you’ll do worse, and end up failing completely.
Such a positive feedback loop is a good thing in many games, since it brings the game to an end quickly once the outcome is pretty clear. But in Beatron, that’s not really necessary, since a match has a definite end anyway (at the end of the song). And in discussing the idea with players, some have expressed concern that this is a bit brutal — we get a fair number of kids and casual players, and they could be crushed by serious players, in a demoralizing way. Some have pointed out that Nintendo games tend to make everyone feel like they can at least keep participating, even if outmatched on skill.
So, how can we do this in our rhythm game?
Obviously we could just have you next to your opponent, playing the same song at the same time and competing on score (like side-by-side Dance Dance Revolution in the arcades). Seems a bit dull and uninspired, though.
One user has suggested you can earn boosts (maybe by hitting long combos), which you can trigger to push the spawner away from you. You can use these at any time, or not at all. So when playing with a kid or new player, you can just choose not to use your boosts, while encouraging them to use them all, bringing a bit of voluntary balance to the game.
Anyone have any other ideas?