godot-genre-party
Genre: Party / Minigame Collection
Expert blueprint for party games balancing accessibility, variety, and social fun.
NEVER Do (Expert Anti-Patterns)
Multiplayer & Input
- NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via
Input.get_connected_joypads(). - NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
- NEVER use
Input.is_action_pressed()for assigning new player joins; strictly parse rawInputEventJoypadButtonin_unhandled_input()for device metadata. - NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
- NEVER assume a disconnected joypad removes a player; strictly connect to the
joy_connection_changedsignal to pause and handle dropouts gracefully. - NEVER use boolean polling for analog sticks; strictly use
Input.get_vector()for precision and deadzones.
User Experience & Feedback
- NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
- NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
- NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
- NEVER leave UI Control nodes with
FOCUS_NONEfor gamepad menus; strictly set toFOCUS_ALLwith explicit focus neighbors for accessible navigation.
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