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Maybe a kind of time trial round later on where each player share a screen and whoever removes more horde in the time limit wins?
Why not just set up two or however many laptops next to each other and rock out with a friend-zo in person?
But that can already be done setting up two laptops together... and/or if it's long distance we can brag about it both with the gaming records, seeds, leaderboards.
OP... not knocking you. Just trying to understand the rational or help you do your thing as is.
Don't you threaten me with a good time. ;)
It's really better to be on a roadmap early in development to actually be functional.
Game was never designed for coop in the game-design, like, how is corruption supposed to work ? should it take the average of the two player corruption ? add it together ? take the highest.
A player that would run for a High-corruption build would make the build of the other player miserable.
Similarly for Exp-gain, making the level-up happen at different time could be frustrating for players, so the best experience would be the have it at the same time, what about the shop-keeper that definitely need different level-up timing ?
And I'm not talking about the game code that is also no designed the have multiple player (just for enemies), but that not a really blocking points, just a huge mountain of work.
LagRogue was born of this. You would have to double the restrictions of LagRogue to have a stable co-op experience. That doesn't sound particularly fun. Nor does the alternative: spending 3 times as long picking cards, while my fans spin up to 6-10,000 rpm (and then shatter?).
If I want co-op roguelite, I'll head over to Bounty of One or Extremely Powerful Capybaras.