Match Flow Build
A clean round structure, fair scoring model, and tidy results screen — for teams refining the gameplay loop at a comfortable pace.
Service 01 — Local Versus Prototype
A same-device arcade loop, built carefully so both players feel the fun from the first session. No networking headaches. Just couch competition, done properly.
What you get
When this is done, you'll have a working same-device prototype where both players can jump in, compete fairly, and leave smiling. That's the thing most arcade ideas are missing — not a concept, but a thing you can hand to someone and say "try it."
We handle the parts that tend to slow creators down: the shared-screen logic, the input separation, the feel of the game loop. You get to focus on what you were excited about in the first place.
A playable build, not a wireframe
Something real to test, share, and build on — not a mockup or a spec document.
Both players feel equal
Input handling and screen layout tuned so neither side starts with an unintended advantage.
Yours to extend
Clean, commented code with documentation — so you can continue from here without starting over.
Where things tend to stall
Same-device input is harder than it looks
Two players on one keyboard or gamepad sounds simple. In practice, input separation, collision handling, and fair timing take real care to get right.
The screen split always needs adjusting
Shared-screen layouts that feel balanced across different resolutions and aspect ratios require more iteration than most expect.
Getting to "playable" takes longer than planned
The gap between a working solo prototype and a fun two-player one is often bigger than it looks from the outside. Small things compound.
Networking feels like the wrong next step
Online multiplayer is a separate project. Sometimes what you actually need first is to know the local experience feels right.
What's covered
Our approach
A lot of local multiplayer prototypes start as single-player builds with a second player bolted on. The result usually feels slightly off — input conflicts, uneven view angles, or just a sense that one player got the worse end of the screen.
We approach it differently. The shared screen and both input streams are considered from the first line of code. The outcome is a build where two people sit down, pick up their controllers, and just play — without needing a preamble about "how it's supposed to work."
Working together
It's a calm, straightforward process. We don't need a polished spec — just a clear sense of your game idea and what you'd like to see by the end.
A message with your game idea and what a good prototype looks like to you. Rough is fine.
We confirm the scope, set honest expectations about what fits in this service, and agree on what done looks like.
We work through layout, input, and loop logic. You're kept in the loop if anything needs a decision from you.
Everything delivered cleanly. Code is yours, documentation is readable, and continuing from here is straightforward.
Investment
The Local Versus Prototype service is a fixed engagement. You know the cost upfront, and it doesn't change as work progresses. That makes it easy to plan around and easy to say yes to.
Fixed price for the full Local Versus Prototype service
If you'd like to discuss payment timing before committing, just mention it when you reach out. We're happy to have that conversation.
What's included
Shared-screen layout
Designed for two players on one display, balanced and fair
Two-player input handling
Separate, non-conflicting input streams for both players
A playable arcade loop
A functional, testable build — not just scaffolding
Light documentation
Notes on structure and logic so you can continue work comfortably
Full code ownership
Everything built is yours — no license restrictions, no ongoing fees
How it holds up
The goal isn't a polished release — it's a build that tells you something true about whether your game idea works the way you hoped.
Sitting two people down in front of a working prototype reveals things no amount of planning can. You see what works, what doesn't, and what to do next.
The prototype is written to be extended. Whether you add a scoring system later or take it online, the structure is built with those possibilities in mind.
This is a contained service. We're clear about what's realistic within it so you can plan your broader project around what you actually receive.
Our commitment
Before any work begins, we talk through the scope together. If what you need doesn't fit this service, we'll say so clearly. We'd rather have an honest conversation upfront than deliver something that misses the point.
Scope agreed before we start
No work begins until we've both confirmed what's included and what the result will look like.
Open communication throughout
We check in if decisions need to be made and keep you updated without requiring you to chase us.
No-obligation first message
Reaching out costs nothing. If it's not a fit, we'll point you somewhere useful instead.
Getting started
Simple steps from "I'm curious" to "work is underway."
1.
Send a short message
Use the contact form on the home page. Tell us about your game idea and what you'd like help with. No lengthy spec required.
2.
We talk it through
We reply within a day or two. If the service fits, we confirm the scope and what you'll receive. If not, we'll say so honestly.
3.
Build begins
Once aligned, we get to work. You'll have a playable prototype and documentation when we're done.
Local Versus Prototype — $320 USD
Drop us a note about your project. We'll read it carefully and come back with a clear sense of what working together could look like.
Get in touchAlso available
Each one addresses a different phase of building your multiplayer arcade game.
A clean round structure, fair scoring model, and tidy results screen — for teams refining the gameplay loop at a comfortable pace.
A practical foundation for connecting two players over a network. Matchmaking outline, connection guidance, and clear documentation.