🚀 About the Game
Bindary is a small co-op space adventure game I created with my team for an game jam.
The core idea was to make two players feel physically connected — not just by the controls, but by the very way their actions affect each other.
In Bindary, both players pilot a single ship together.
Each one is responsible for different control panels — thrust, steering, stabilization — and both must stay synchronized to keep the ship from crashing into the endless obstacles of deep space.
🧩 Core Concept
The word “Bindary” comes from binding — being tied or connected — which perfectly represents the gameplay.
-
Two players, one ship
Each player controls different parts of the same ship. Communication and coordination are key. -
Shared survival
If one player makes a mistake, both suffer. That tension keeps the experience exciting and unpredictable. -
Minimal UI, strong feedback
I wanted players to read each other’s movements instead of relying on UI hints — a more human, organic kind of teamwork.

💡 Development Story
I started developing Bindary as an experiment during a 48-hour jam hosted on itch.io.
My main goal was to capture the feeling of “connection under pressure” — a theme that fit both narratively and mechanically.
We used Unity for development and focused heavily on:
- Tight local co-op input
- Physics-based ship control
- Visual feedback and player communication without words
One of the biggest challenges was balancing the shared controls.
If both players felt too restricted, it became frustrating.
If they had too much freedom, the “bond” feeling was lost.
Finding that balance took a lot of iteration.
🎨 Visual & Audio Direction
Visually, I went for a clean, minimal sci-fi look with a dark background to emphasize glowing controls and energy effects.
The background particles subtly move to give a sense of momentum, while the soft ambient soundtrack builds tension without becoming intrusive.

⚙️ Technical Details
| Feature | Description |
|---|---|
| Engine | Unity |
| Genre | Co-op, Physics, Space Adventure |
| Players | 2 (Local) |
| Platform | Windows |
| Duration | Around 15–20 minutes per session |
| Status | In development |
🧭 Lessons Learned
Working on Bindary taught me a lot about emergent teamwork mechanics.
When two people share the same control system, the gameplay becomes a conversation — one built from motion, mistakes, and recovery.
Here are my main takeaways:
- Don’t overdesign communication; let players discover it naturally.
- Shared struggle builds stronger emotional payoff than solo mastery.
- Physics systems can be storytelling tools if tuned carefully.
🔗 Play the Game
You can play Bindary on itch.io:
👉 https://eaglebyte-games.itch.io/bindary
If you give it a try, I’d love to hear how your co-op experience went — especially how you and your partner handled the chaos!
🌠 Final Thoughts
Bindary isn’t just about piloting a ship — it’s about learning to move together.
I wanted to capture that subtle tension between cooperation and conflict, between control and chaos.
This project reminded me that even the smallest prototypes can express big ideas — especially when those ideas are about people, connection, and shared motion.
