Such a simple idea, yet looks so fun! How did you approach the multiplayer?
Hey sqiddster,
Not sure what you mean by that, but I'll give it my best shot to answer. I really love local multiplayer, and I considered games like Super Smash Bros. and the Sportsfriends pack (Hokra, Barabariball, Johann Sebastian Joust, Pole Riders). In Smash Bros., when you die, sometimes you have to wait a really long time to get back in the game (~5-10 minutes, if you're playing with awesome people and die early).
With kayasa, I wanted new players not to be discouraged by losing. Everyone dies in kayasa at some point, some sooner than later. The great part is that even if you do, a new round will start in ~30 seconds, on average. More often than not, players get themselves killed on accident and have a good laugh about it. I wanted to create an environment where players could choose to directly attempt to cause others to die or to ostracize themselves and win by pure survival; some of the most interesting matches take place where players all try to survive and leave each other alone. In fact, when it gets down to just two players and enough time has gone by to make the heart beat visualizations difficult to dodge, players almost exclusively stop fighting each other. The quick gameplay bursts also contribute to people playing it for very long periods of time; when I show the game at events, more than 170 rounds are played.
I really hope that answered your question. If not, I'll try to clarify some more. :)
Hah, that looks like fun! It's fun to watch, too, so keep it up!
Thank you, C-7. I will. :D