I've also investigated quite a bit into making multi-player games in Unity and was relieved to find that Unity has a built in functionality for networked multi-player, making the process a lot easier. After an experiment or two I got it working right and found my next challenge: camera placement.
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So why are we talking about multiplayer?
After playing for a while I realised that the game would be a bit static if there wouldn't be an element to push the player. That's when I started brainstorming over how I could push the player to finish the jumping challenge fast. The most simple solution would be to just give the game a time-limit, but this seemed to me like a mundane and annoying solution. If the player wouldn't succeed they would feel like it's impossible and play something else. With this in mind I came to a different solution: make the game a multiplayer game.
There are multiple advantages of multiplayer over a solution like a time-limit, but the most important one for me is the confirmation that it's possible to beat the game (or the other player actually). As a player you know that the other one playing is following the same rules and thus you losing is a fair outcome of the game: it's within your power to win next time. Besides this reason there are of course a lot more advantages like the competitive factor and the general fun of enjoying a game together.
But how does one beat the other player?
I've decided on a mechanic where the sole purpose will be to be faster than the other player. So as long as both players are equally fast or slow, both players will continue playing, but if one is significantly slower than the other, he will lose. This will be achieved by a system of crumbling steps. Every time the fastest player reaches a new step the lowest level will crumble apart and with it the players still on that step.
And what was that about camera placement?
This is a big issue for me: I myself like to see my own character and it's surrounding from up close so I can best assess my current situation, but on the other hand I want to know how my opponent is doing. As you can already imagine this creates a problem not easily solved. I'll be honest with you and admit that I haven't found the solution I like best, but for now I feel like the game is still very playable with the camera on a distance showing all players. This will probably still change when I get to testing the game and seeing how various people react to it.