Multiplayer requirements
Games that offer an online multiplayer experience have 2x higher long term retention than single player games. We are strongly supporting multiplayer games on CrazyGames. Our Play with Friends functionality is designed to enhance the social experience of players, offering many benefits that foster community, engagement, and enjoyment.
How it works
- Users must have a CG account and be logged in to use the "Friends" feature.
- Users can send and receive friend requests.
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When a user is in a joinable location (this depends entirely on the game showing the invite button) within a game, following functionalities are available:
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Friends can join their friend.
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The user can invite their friends, who will get a notification if they’re online.
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Games that support Friends functionality are featured on the dedicated Multiplayer landing page
Requirements for Online with Friends
If your game has an online multiplayer mode, the following must be implemented to be eligible in Online with friends:
- Integrate Invite Button) functionality in our SDK to indicate that the user can be joined easily through the CrazyGames UI. This button allows users to join their friend from notifications and the friend drawer.
- If relevant, integrate Invite Link functionality.
- Lobby sizes are selected when submitting your game build
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When the IsInstantMultiplayer flag is
true
in the SDK, your game should go in Multiplayer mode directly.- This mode is triggered from the CrazyGames UI and expects you to redirect the first user of a party directly to a multiplayer lobby so their friends can join.
- Land the player directly in a newly created private lobby with default settings. It’s acceptable to have an intermediate game configuration screen in your game (e.g. game mode, number of players, …).
- Alternatively if your game can support a large number of players (20+), land the player directly in public gameplay.
- In both scenarios, the Invite Button should be active right away so the player's friends can join.
- This mode is triggered from the CrazyGames UI and expects you to redirect the first user of a party directly to a multiplayer lobby so their friends can join.
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CrazyGames usernames are displayed within the game so players can recognize their friends.
- For round-based games, at the end of a multiplayer match users are able to re-play with the same group of users (either immediately play next match, or go back to a room with the same friends by default). This way they do not need to go back through the CrazyGames UI.
Guidelines for Online with Friends
Guideline
The following guidelines are strongly recommended for a good experience in playing with friends:
- For round-based games, players should be able to join at all times, but if necessary go into spectator mode.
- If another player attempts to join a lobby and the room is full or not available, you should allow to join in spectator mode or worst case inform the player about this by showing a popup or warning.
- If you implement chat functionality, we require you to add a profanity filter and disable your chat based on the game settings. In case of complaints, we will require you to disable chat alltogether.
- We partner with Lasso Moderation for moderation services, and you are eligible for a referral bonus when integrating their solution. Read more on our Partners pages.
- Please refer to this sheet for a non-comprehensive list of words your profanity filter should block.
Multiplayer games in Basic Launch
Multiplayer games that require a large audience to ensure a good gaming experience may skip Basic Launch and proceed to Full Launch immediately. In that scenario your game is required to comply to the Full Launch integration requirements.
For multiplayer games that have a single player component and that do not require a large testing audience, a Basic Launch step is required.
Our QA team will decide which flow applies for your multiplayer games, and optionally provide feedback to you.