Such game could have voice chat that would go in and out depending on what happens in the game, separations and reunions are unpredicted, what few time two players actually spend together can be made valuable via gathering resources that your partner might use but you don't, in order to make players depend on each other. And the choice of who goes where should not be forced to keep players constnatly guessing which way is best to take.
I always wondered if Coop horror could be made scary by intentionally separating partners for long stretches of time while making tem complet goals that dirrectly affect them.
You're still playing with a friend, but they're not in the same room as you, you can't see them and you can't support them in any other way other than their vague instructions on what you _might_ do to help.
I truly admire what Chinese developers did with OSSRS, but in some tight places it's completely bizarre.
Like I already mentioned that info they provide in onpub hook does not have query params in it. To work around that I had to include it as a part of url in way that, in OBS at least, forces streamer to input streamkey into unescaped (not dotted) field. Which is buuuuuuuulcrap.
Aside from consuming issues, there's the fact that due to a lack of other means, I will have to utilize nginx-rtmp or OSSRS, and somehow simplify at least generating configs and also walk the user through coupling them with the backend.
OSSRS is especially concerning since it's absolutely arcane piece of dick that works good but forces you into very perplexing setups.
Omnipresent, but not omnipotent.
A generalistic mastodon instance seeking to host Touhou (and other shootemup) fans!