EVERYBODY PARTY GO! -- 一起来派对!

Everybody Party Go!  是一个多人派对游戏合集。与其他派对游戏不同的点是,参与Everybody Party Go!  的成本是极低的——玩家可以用自己的手机扫码加入房间,并用自己的手机作为控制器与其他玩家在一个共同的屏幕上游玩。此外,Everybody Party Go!  中的小游戏分别运用陀螺仪,摄像头等功能为玩家带来特殊的交互体验。我们团队包含两位客户端程序,一位后端程序和四位策划(其中一名策划兼职美术),在大约两个月的时间内完成了游戏的构思、设计、开发和测试。在两天的试玩日中,Everybody Party Go! 是参与游玩人数最多的Minigame之一。也很荣幸,Everybody Party Go! 获得了开普勒Minigame(腾讯校招生培训项目)的金奖以及最佳人气奖。如下是我们的一个早期PV(最终版本以下面的视频为基础进一步优化了UI界面,以及游戏表现)。
 

Everybody Party Go! is a multiplayer party game collection designed with an extremely low barrier to entry. Unlike traditional party games, players can simply scan a QR code with their phones to join a room and use their phones as controllers while playing together on a shared screen. The mini-games also make use of mobile features such as the gyroscope and camera to create unique interactive experiences. Our team consisted of two client programmers, one backend programmer, and four game designers (one of whom also worked part-time as an artist). In about two months, we completed the game’s concept development, design, implementation, and testing. During the two-day playtest event, Everybody Party Go! became one of the most played minigames, and we were honored to receive the Gold Prize and the Best Popularity Award at the Kepler Minigame program organized by Tencent. Below is one of our early promotional videos; the final version further improved the UI and overall in-game presentation based on this build.

GAME DESIGN 游戏设计

我们团队由一群热爱派对游戏的玩家组成。在线下游玩派对游戏时,我们经常遇到一个现实问题:设备数量限制了参与人数。以《胡闹厨房2》为例,这款游戏在PC上运行时需要四个手柄,且最多只支持四人同时游戏。如果现场有更多朋友想一起玩,或者手柄不够用,游戏的体验就会大打折扣。
 
为了解决这个问题,我们开始关注“手机充当控制器”的方案。我第一次见到这种玩法是在Kahoot —— 一个教育互动网站上。教授可以在Kahoot上出题生成一个网页房间,学生通过输入PIN进入房间,用手机作为控制器参与答题。这种方式最大的优点就是能容纳几十甚至上百人同时互动,扩展性强,参与门槛低。因此,我们决定在《Everybody Party Go!》中采用这种交互方式,突破传统派对游戏的设备限制,让更多人能以极低的门槛(无需下载App)一起参与到游戏中。
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除了多人低门槛参与,我们还特别强调“特殊交互”这个核心标签。在项目构思期间,我们曾设想尝试一些非传统的操控方式,比如用声音、体感、甚至视线捕捉来玩游戏,光是想象就会觉得开发过程会很有意思,现场展示也更有吸引力。最初我们考虑过用麦克风或Arduino板来实现这些玩法,但后来发现,智能手机本身就集成了麦克风、陀螺仪、加速度计、摄像头等多种传感器——这让我们意识到,手机不仅是解决设备问题的工具,更是实现多样化交互的理想载体。
 
在确定了手机作为控制器的交互方式后,我们正式进入了小游戏的设计与开发阶段。第一款游戏《球球排队》实际上源于最初的技术验证——在构思阶段,团队就先搭建了一个简易服务器,做了一个手机通过网页与Unity交互的基础Demo,而这个Demo最终演变成了《球球排队》。它是一款强调玩家之间沟通与配合的合作类游戏,随着节奏加快,玩家之间的协作会变得越来越手忙脚乱,充满趣味性。第二款游戏《颜色侦探》则是一款偏向休闲的轻量游戏,在服务器支持下可容纳上百人同时参与。它的特色在于将现实环境与游戏玩法结合,但我们并没有简单地让玩家找颜色拍照,而是设计了“识别—判断—验证”三个环节,让游戏过程更有层次感和互动乐趣。第三款游戏《伪装对决》则参考了《拳击特工》的玩法,但它解决了《拳击特工》只能用Xbox手柄、难以凑齐多人设备的痛点。《伪装对决》相比于另外两个小游戏有相对更深的游戏性,所以它最后也成为了在试玩日中复玩率最高的一款小游戏。整体来看,三款游戏分别覆盖了合作、对抗与休闲三种类型,操作上从简单的按钮、触摸,到陀螺仪和摄像头拍摄,既保证了上手门槛低,也通过玩法机制和交互方式带来了多样的游玩体验。此外,所有小游戏的规则都非常简单,玩家在半分钟内就能理解规则,快速融入派对氛围。
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Our team loves party games, but we often found that offline play is limited by the number of controllers. For example, Overcooked! 2 on PC supports only four players and requires four controllers, which makes it difficult for larger groups to join.

To solve this problem, we explored using smartphones as controllers. Inspired by Kahoot, where players join a room with a PIN and interact through their phones, we adopted a similar approach in Everybody Party Go!. Players can simply scan a QR code to join and play on a shared screen without downloading an app, greatly lowering the barrier to participation.

We also focused on special interactions. Smartphones already include sensors such as microphones, gyroscopes, accelerometers, and cameras, making them an ideal platform for creative control methods like motion, sound, and camera-based input.

Based on this idea, we developed three mini-games. Ball Queue grew out of our early technical prototype and emphasizes chaotic teamwork and communication. Color Detective is a casual game that can support hundreds of players and integrates real-world color recognition through a loop of recognition, judgment, and verification. Disguise Duel, inspired by Unspottable, offers deeper competitive gameplay and became the most replayed game during the playtest.

Together, the three mini-games cover cooperative, competitive, and casual play styles. Their controls range from simple touch inputs to gyroscope and camera interactions, while the rules remain easy to learn — players can understand each game in about half-minute and quickly join the party.

implementation 技术实现

与传统电子游戏的开发略有不同,《Everybody Party Go!》的开发主要分为三个部分:Unity客户端,服务器,和H5网页。同时我们的客户端也可以分别开发不同的小游戏。这种游戏的开发方式有着天然的优势——各部分的耦合度非常之低,不同的开发工作可以同时并行。再加上每个小游戏的体量并不大,我们的开发速度非常之快。我们在前两周就把整个游戏流程的开发完成了(在这里特别鸣谢我们的美术大佬,虽然是运营但是美术很夯,在没有脱产的情况下边工作边为我们精心制作素材,UI和海报),最后一周每天出一个包进行测试,发现bug并在第二天进行修改。但是,这种非传统的开发也会遇到各种各样的问题,尤其是H5网页在不同的手机上和不同的浏览器上都会出现不同的bug,还有不同端进行信息发送接受的时序问题。当然,我们的程序大佬都非常给力,能把问题一一解决。

Compared with traditional video game development, the development of Everybody Party Go! was divided into three main parts: the Unity client, the server, and an H5 web interface. The client was also designed so that different mini-games could be developed independently. This structure had a natural advantage—very low coupling between components, allowing different parts of the project to be developed in parallel. Since each mini-game was relatively small in scope, our development progressed quite quickly. Within the first two weeks, we had already completed the core gameplay flow of the entire project. Special thanks go to our amazing artist—although officially part of the operations team, they produced high-quality art assets, UI, and posters for us while still working their regular job. In the final week, we built and tested a new version every day, identifying bugs and fixing them the next day. However, this unconventional development approach also brought its own challenges. The H5 web interface often behaved differently across various phones and browsers, leading to many device-specific bugs. In addition, we encountered timing issues when sending and receiving messages between different platforms. Fortunately, our programmers were incredibly capable and managed to solve these problems one by one.

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Summary 总结

我们团队在整个Minigame项目的过程中基本上都很顺利,这里也想总结一些个人感觉比较重要的点,
 
● 团队相处融洽:我们团队里的小伙伴都是非常喜欢玩派对游戏的,在组队时就确认了大伙志趣相投,大伙也一致地想做一款体验特殊且能一同参与的派对游戏;在开普勒开始之前我们就进行过数轮的聚餐交流,在后期一同脱产的时候沟通也几乎没有任何障碍。
● 项目方向合适:我们选定的这种小游戏合集和走特殊交互方向的项目,开发成本低且体验对于大部分玩家来说较为新鲜,非常适合短时间的开发。
● 分工和规划合理:因为项目本身各部分的耦合性低,不同成员的合理分工,加上本组PM对开发的规划和监督也很到位,所以开发效率很高。
● 主动展示:在试玩期间,我们组的超E运营同学非常积极地拉客、拉评委来游玩,为我们的游戏增加了很多的曝光量。
 
在组队之初,我们团队共同的想法就是希望的能玩的开心,不管是开发的过程,还有游戏本身(我们队有过的唯一诉求就是不要在二审的时候被解散),确实我们也做到了。感谢自己和所有队友们。
 
 

Overall, our team’s experience throughout the Minigame project went quite smoothly. Looking back, there are a few points that I personally feel were especially important:

  • Great team chemistry: Everyone on our team genuinely enjoys party games. When forming the team, we quickly realized we shared similar interests and all wanted to create a party game with unique interactions that people could experience together. Even before the Kepler program began, we had already met several times for meals and discussions, which helped us build strong rapport. Later, when we were working full-time on the project, communication within the team was effortless.

  • A suitable project direction: Our idea—a collection of mini-games focused on special interactions—had relatively low development costs while offering a fresh experience for most players. This made it especially suitable for a short development cycle.

  • Clear roles and solid planning: Because the different components of the project were loosely coupled, team members could divide responsibilities effectively. In addition, our PM did an excellent job planning and overseeing the development process, which helped keep our workflow efficient.

  • Active promotion: During the playtest event, our extremely outgoing operations teammate actively invited players and judges to try the game, bringing a lot of attention and exposure to our project.

From the very beginning, our team shared a simple goal: to have fun, both during development and through the game itself. In fact, the only “serious” request we ever made was not to be eliminated during the mid-term review. Thankfully, we achieved that goal—and much more. I’m grateful to myself and to all of my teammates for making it happen.

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