Party Madness: A Multiplayer Indie Game in Development


Party Madness is a 3D, online multiplayer game like Mario Party or Pummel Party, in which players will play against each other to demonstrate who the ULTIMATE PRO PLAYER is. Players will face each other on a Main Board, where each player will have one turn to move their pawn and get Power UPs, Keys or a Cake. After every player has had their turn, players will play a minigame randomly selected from a list of minigames. These minigames could be Pong, Go-Karts, Paint Wars, Prop Hunt, or other games (to be decided later). After the minigames, players will return to the Main Board and have another turn to get things, open chests, kill other players, and get CAKES!!!!! The player that gets the first five cakes wins the game (This might be something that players can configure when creating the session).


(Characters and world assets created by Kay Lousberg)

There are no abilities for the characters; they only affect the game's visual aspect and help to identify different players. Players will also be prompted to choose a colour; this will modify the texture of the characters, making it easier for players to know who they are on the board and the minigames that don’t use these characters as references.

There might be times when players will have to team up. This team will be present using colour as a way to tell the player who their allies are.

Game Modes and Controllers

Main Board

In this game mode, players will turn to move across the board to open chests; this will be done using a dice. Players can use one power-up each turn, but it is not mandatory; they will throw the dice and get a number depending on the dice. This will determine the number of spaces/tiles the player will move; there are some unique spaces/tiles that will trigger some events when the player reaches them (no need to land in that space), like the Chests and Portals, there are other tiles that require the player to land for the event to be triggered, like the random box, die, and keys.

Types of Tiles:

  • Normal (nothing special, just a normal space).
  • Branch (connection of 2 different paths)
  • Portal - Moves the player to a random position on the map (this can lead to the chest).
  • Random Box - Triggers a random box that can give the player a Power up or punish the payer (this is random).
  • Chest Spawn - This is one of the locations where the chest can spawn. (Several tiles might be on the map to increase the random factor.)
  • Death - Kills the player (sends the player back to the spawn and removes some keys from them).
  • Spawn - Where the players start, also where they are sent if they die.

Random Box contents:

  • Teleport to chest - 0.4%
  • Dice result X2 - 
  • Player Dies - 
  • The player selects the next minigame - 
  • Mystery chest spawns

Mystery chest:

It is a random event triggered by the random box; this one can trigger different events that affect the gameplay. This chest costs twice the amount of keys than a normal chest to be open, and it can contain good or bad things.

  • +2 Cakes - 10% 
  • TP to random position - 10%
  • Insta Minigame (it jumps directly to a minigame, preventing other players from having their turn to move.) - 10% 
  • +1 Cake - 10%
  • Swap all player's positions - 10%
  • Everyone to the Start - 10%
  • Everyone +1 Cake - 10% 
  • Die - 10%
  • Nothing - 20%


Most of the control in this Game Mode is by UI

  • Use power-up (UI Button)
  • Throw dice and move player (UI button)
  • Move camera on the board (WASD keys and Mouse wheel)
  • Pause menu (ESC key)


This is just a state of the game to wait for players. Customization (if added) will be done here.


It's just like Mario Kart (if the budget was really low and there were no power-ups). Players will be on a track, and the one that finishes the first gets more points. Players will only play one round each time this minigame is triggered; at the end, points will convert into keys, and players will be sent to the Main Board.


  • Turn the car (A and D keys)
  • Break (S key)
  • Gas (W key)
  • Drift? (Space)

Jump the Club

In this minigame, players will spawn on a platform and have to survive the longest. During the minigame, a club that can vary its height will be turning, and its speed will increase every two complete laps; it can randomly change direction.


  • Jump (space)
  • Move (W A S D Keys)


In this minigame, players will have to stay as much time as possible in the area, but at the same time, they have to take other players out of it by smashing them with a fish. If the player is out of the area, they will stop getting points

  • Move (W A S D Keys)
  • use the fish (left click)


In this minigame, players will be arranged in a shape with enough sides to keep all of the players on the same board; players will get points when a ball they hit goes into the goal zone of another player. Players will have 1-3 minutes to get as many points as possible. The scores will determine the number of keys each player receives and the order for the next round on the main board. Players will go back to the main board after the minigame ends.


  • Move to the sides (A and D keys).

Gameplay Overview

The game has several genres, but the most important are Multiplayer Party Games. Other small genres might apply to minigames or specific moments.

  • Party Game
  • Online
  • Multiplayer
  • Racing
  • Action
  • Arcade

This game will be able to be played by up to 8 players in the same session, and there is a minimum of two players requirement. 

In the beginning, players will draw a random number, which will be used to set the turns on the first round, and then the game will start on the main board; here, a chest will spawn in a random location(just the tiles that are pre-selected can have a chest) each player has their turn and will have the ability to see the map, and where the chest is, then the player will throw the dice, the result of this will be automatically moved their pawn on the board if the player reaches a branch they will be prompted to select which path are they going to follow (different paths might lead the player to the chest or just around the map), if the player reaches any special tile and this is activated the effect will be seen, in case of death the player will be sent back to the start.

After every player has had their turn, a minigame will start. This minigame will be random unless some player has gotten the option to select it. Depending on the minigame, there might be different game modes.

After the minigame, all the players will return to the main board. Depending on the scores, the turns will be rearranged, and players can use any power-up, throw the dice, and move their pawn. If a player gets to a Chest, the player will be prompted if they want to open the chest or not; if they do not have the keys, they won't be able to open the chest and will have to continue. After everyone has had their turn, a minigame will start. This loop will continue until one player gets 5 Cakes.

After one player gets 5 Cakes, the game will end, and a scoreboard will show how everyone did. After that, players can just stop playing or play again.


Pong will be done on a geometrical shape with the same number of sides as players on the party. The game will be done in a square with just two players. Players will have their own side. The only way to earn points in this mini-game is by scoring goals in another player's goal. The player with the most points at the end of the timer wins, and the scores are used to assign the keys to the players. Also, it is used to reorder the turns.

When a player hits a ball, it turns their colour; this tells them they will get the point if they score a goal. More balls will appear on the map while the game continues increasing the difficulty.


The primary objective of "Go-Karts" is to finish the race within a specified time limit. The time taken by each player to complete the race will determine the winner. A leaderboard is used to track the completion times of all the players, allowing for fair competition and determining the turn order for the next round.

To enhance the player experience and promote engagement, there may be opportunities for player interaction during the race. This could include power-ups or items that players can collect to gain advantages and the potential for players to interact with each other directly, such as through collisions or competitive maneuvers. The specifics of player interaction may be further developed during the game's development process.

Jump the Club

This minigame features multiple platforms where players are positioned. A rotating club is the main obstacle that players must overcome. This club continuously rotates at a certain speed and presents a challenge for players to time their jumps correctly.

As the game progresses, the speed of the rotating club increases at regular intervals, adding a layer of difficulty and excitement. This means that players must adapt to the increasing speed and adjust their timing accordingly to successfully jump over the club.

To make things even more unpredictable, the direction of movement of the rotating club can change randomly. This adds an element of surprise and requires players to stay alert and agile throughout the game.


The main objective of "Beat Them with the Fish" is to accumulate points by remaining within the designated area. Players must use their agility and reflexes to avoid being pushed out of the area by other players. The longer a player stays within the area, the more points they accumulate.

The unique twist in this minigame is the use of a fish as the primary tool for knocking opponents out of the area. Players can swing the fish and attempt to hit their opponents, causing them to be pushed out of the area. This adds an element of hilarity and unpredictability to the gameplay.

It's important for players to strike a balance between staying within the area to earn points and actively trying to knock out opponents. Players must strategize and time their swings accurately to maximize their chances of success.

If a player gets knocked out of the area, they will stop accumulating points until they manage to reenter the area. This adds a sense of urgency and competition as players strive to regain their position within the designated zone.

Other minigames

note: I don't know if I will have the time to make all the minigames above, so I'm letting this open for ideas that might be easier than those above, but I am not doing them (at least for now).

  1. Whac-A-Mole
  2. Paint Wars
  3. Tic-tac-toe (but with up to 8 players on the same grid)
  4. Anvil Survivor
  5. Parkour
  6. Hexagonia
  7. Hide and Seek
  8. Avoid the light.
  9. King of the Mountain
  10. Robe the bank

Gameplay Experience

The players will start on the main menu, where they will have two options: host or join (also quit and setting); if they host a game, they will be sent to the lobby. If they click on join, they will see a list of Sessions they can join and be sent to the lobby. Players can choose their colour (and character) in the lobby before starting the match. After the match starts, players will be sent to the main board, where they will be prompted to throw the dice; this will be used to set the order of movement for that round. After this, players will turn to throw again, but this time to move their pawns on the board. After all the players have had their turn, a minigame will start; this will be random from the minigames on the list. After the minigame is done, players will return to the main board, and the turn order will change depending on the result of the minigame. Then, players will continue playing on the board, and the cycle starts again. If a player gets to a chest and opens it, they will get a cake. The first player to get five cakes wins the party.