Minigames

In today’s Devlog, we want to talk about the Minigames — our thoughts, ideas, and inspirations. We hope that after reading this, you'll understand our take on development!
When it comes to inspiration for *Lunars*, we’ve drawn from every game we—and the Lunars community—have ever played. We’ve got influences from party games like *Mario Party* and *Fall Guys*, console classics like *Pilotwings*, and yes, even *Minesweeper*! The beauty of working on a game like *Lunars* is that it’s like being a kid in a candy store—you can mix and match game concepts, and suddenly, you’ve got a brand-new mini-game or a fresh twist on an old classic.

Looking back, it’s hard to pinpoint our “first” mini-game. From day one, we had so many ideas bouncing around that it felt (and still feels) like a brainstorming session with a hundred caffeinated squirrels. If I had to choose, we might’ve started tinkering with Water Wheel first, but it could have just as easily been Penguin Posse or Slice of Life. Honestly, it’s all a bit of a blur!
One thing we’ve learned from playtesting with the Lunars community is that different players excel at different genres, which makes some mini-games feel easier for some than others. We wanted the basics to be accessible enough for anyone to pick up and play, but we also built in higher-skill ceilings so hardcore players could get their fix. We’re always listening to player feedback, and we’ve got the option for mini-game variants. So, if a particular mini-game difficulty is driving people nuts, we can split it into a harder and easier version. Our goal is to make sure everyone’s having a blast, even if it means tweaking the challenge level.
When it comes to team mini-games, we’ve explored a bunch of ideas. We’ve got 2-player teams cooperating to reach a goal, 4v4 setups like in Soccer Punch, asymmetrical setups where one group is more powerful but has fewer players, team captures where one team starts off smaller but can convert the other team’s players, and elimination teams where eliminated players come back with the goal of taking out the remaining players. It’s all about variety and keeping things fresh and exciting!

As we head into early access, we’re aiming to have at least 25 mini-games in *Lunars*, and by launch, we’ll be in the 30s. We’ll continue to add more based on what you, the players, think. Being a small team has its challenges, but it also gives us the creative flexibility to respond to our players and explore some of the more unconventional ideas. And trust me, if there’s one thing we have plenty of, it’s fun mini-game concepts just waiting to come to life.
Now, about a scoreboard at the end of mini-games, showing the best scores of last week or month—while we don’t have that built into the game yet, it’s something we’re definitely considering. We see the value in it, but it needs careful handling since *Lunars* is a party game, and your score could be heavily impacted by your co-players helping you out—or, you know, sabotaging you. We want to keep the fun and competition balanced.
One last thing before I go—we’re making *Lunars* the kind of game you can enjoy with friends, family, or even that random group you meet online. Whether you’re playing online or in person, we’re all ears when it comes to feedback. We’re committed to making *Lunars* as fun as a barrel of monkeys, even if that means tweaking a mini-game after launch. So, keep those suggestions coming—we’re here for it!

