The core issue I see holding back Inzoi’s potential…

Hi Inzoi Team!

After such an amazing experience at the meetup, I asked how we players can best help keep Inzoi thriving - and was told that detailed feedback posts are incredibly beneficial to the team.

While I wish I could have shared ALL my feedback at the event, I honestly have way too much to say for that setting! I’ve created a 100+ page consultation document covering everything Inzoi - packs, gameplay dynamics, all core systems, technical implementation guides, UI mockups, and the reasoning behind every suggestion. I wanted to bring it with me but didn’t want to be overwhelming (sometimes I’m TOO MUCH lol).

Despite things not working out with my application, I meant what I said - I’m one of your biggest fans, genuinely rooting for Inzoi’s success. This consultation encompasses nearly every aspect of game development: business strategy, marketing, player psychology, gameplay mechanics, hardware optimization solutions, new personality systems, expanded age groups, pack concepts, plus community event ideas for major releases. I went into such detail because I truly want Inzoi to be legendary.

To avoid spamming the forum, I’ll post sections periodically - each with concise details for both players and the dev team, plus prototypes I’m building to demonstrate the systems logic behind key features.

Today’s focus: The core issue I see holding back Inzoi’s potential…


The Togetherness Problem

This is the biggest issue I face with Inzoi, and I dive deeper into this across many of my projects. The root problem? I keep encountering a severe disconnect every time I want to play - and I know this is a major concern for many players.

However, after the event, I went to review gameplay from YouTubers covering the Cahaya pack. Sparked with excitement after meeting the amazing team and listening to Kjun’s brilliant vision, I felt that passion for Inzoi reignited. But I was immediately disappointed just minutes into my research.

I say this with positive criticism and kindness - it may sound negative, but that’s not my goal. I see the incredible potential and genuine passion of the team, and I completely understand everything is still in early development. I’m essentially stress-testing the game’s systems and looking for gaps to fill.

Here’s the thing: I love traveling and vacations - that’s what Cahaya is all about! (In fact, the first pack in my analysis is an “Elite Travelers Pack” - basically Expedia + Sims + National Geographic lol). But the reason I love exploring the world isn’t because of the destination - it’s who I share the experience with. My solo trip could be 10x more luxurious, but it would never compare to a simple trip with my daughter.

That’s the togetherness problem. Inzoi lacks meaningful togetherness.

I know the team is working on group actions, but I wanted to dig deeper into WHY this is so vital and how it affects every aspect of the game. To demonstrate what togetherness gameplay could look like, I’ll use driving mechanics as my example - different car models with multiple family members.

While I know groups can get in cars currently, this comparison is the easiest to prototype and reference. The system I’m proposing works for car trips, travel road trips, grocery store family shopping days, Sunday beach trips with the whole family, etc. This foundation can then enhance ALL group activities by providing efficiency and meaningful control.

Of course, I make everything optional in my systems! You can implement any idea and everyone will love it as long as you include toggle on/off buttons and auto-complete options for impatient players.

Perfect corrections! Here’s the updated section:

Car Coordination System Demo

The Current Problem: In Inzoi currently, there’s no real meaning behind togetherness besides being able to call an NPC into your car who just gets out if you crash lol. While I’m not sure if Inzoi has the same routing/lag issues that plague Sims (where events break and characters get confused), the core issue is that group activities feel shallow and disconnected. There’s no coordination, no planning, no sense that these characters are actually functioning as a family unit.

The Solution: Pre-Trip Coordination Interface Rather than having the AI sort of figure things out on-the-fly, create an intuitive interface that lets players coordinate everything meaningful about group travel:

What This Interface Handles:

  • Seating assignments - who sits where and why

  • Cargo planning - boxes, groceries, suitcases, equipment

  • Safety requirements - babies get carseats automatically

  • Smart action sequencing - proper entry order using logical rules

The Smart Logic Behind It: Here’s where the if/else magic happens. Example scenario: Baby in middle seat

  • Check: Are both left AND right seats assigned to people?

  • If YES to both → Randomly pick one person to queue and wait

  • If NO → Assign caretaker to the open side

  • Execute sequence: Caretaker loads baby → Other passengers enter → Caretaker takes their seat

Why This Approach Works:

  • Prevents routing chaos - everyone knows exactly what to do and when

  • Scales to other group activities - same logic for selecting who does what in restaurants, events, household projects

  • Age-appropriate animations - proper actions for each character type

  • Customizable templates - save your “Family Grocery Day” or “Beach Trip” setups

  • Auto-complete option - for players who don’t want micromanagement

This transforms hollow “togetherness” into meaningful family coordination. Instead of random NPCs who happen to share space, you get actual collaborative planning that makes relationships feel real.

Next comes the practical demonstration section! Here’s what should follow:

Quick Logic Demo: How This Actually Works

Since I’m currently in Germany and can’t build the full visual prototype right now, here’s a simple walkthrough of the decision tree in action:

Scenario: Family of 4 going to the beach

  • Available: Dad (42), Mom (39), Teen (14), Baby (2)

  • Car: SUV (7 seats, 4 trunk spots)

  • Items: Beach umbrella, cooler, diaper bag, towels

The System in Action:

> Baby detected - scanning for caretakers…

> Mom assigned as primary caretaker

> Baby → Middle seat (row 2) with auto-carseat

> Mom → Right seat (row 2) - caretaker priority

> Dad → Driver (age/license verified)

> Teen → Passenger (front row)

> Items distributed: Cooler + umbrella (trunk), diaper bag (Mom’s feet), Towels backseat

Entry Sequence Generated:

1. Mom loads baby + carseat into middle, then places diaper bag at her feet

2. Dad loads umbrella in trunk, then takes driver seat

3. Teen loads cooler in trunk, makes second trip for beach towels, then takes passenger seat

4. Mom takes her seat (right side, row 2)

Why This Matters: This isn’t just about cars - it’s a template for ALL group coordination in Inzoi. Same logic applies to:

  • Restaurant seating (dietary needs, conversation dynamics)

  • Vacation planning (who does what activities, age restrictions)

  • Household projects (skill-based task assignment)

  • Social events (host duties, guest management)

Coming Up: Full Prototype Plans

When I’m back in California, I’ll be building:

  1. Command-line logic demo - for developers to see the decision trees

  2. Visual GUI mockup - for players to experience the interface

  3. Technical specification - implementation roadmap for the dev team

This is just ONE system from my 100+ page consultation. Each addresses the core togetherness problem from different angles, but all follow the same principle: meaningful player choice + smart automation = authentic family dynamics.


Closing Thoughts & What’s Coming

This car coordination system is just the tip of the iceberg. In my full consultation, I’ve outlined similar depth-adding solutions for:

  • Travel & Vacation Planning (that Elite Travelers Pack I mentioned - true coordinated family experiences)

  • Enhanced Age Groups (newborns through pre-teens with age-specific interactions)

  • Restaurant & Social Dynamics (meaningful group dining, party planning, event coordination)

  • Career & Life Goal Systems (family members supporting each other’s ambitions)

  • Home & Community Building (collaborative projects that strengthen relationships)

Each system follows the same core philosophy: Give players meaningful choices, automate the tedious parts, and make every interaction feel like it matters for the relationship.

My Promise to the Community: I’ll be releasing these concept demos periodically - both as working prototypes and detailed design documents. My goal isn’t to overwhelm the team with demands, but to show what’s possible when we prioritize authentic togetherness over surface-level features.

To the Inzoi Dev Team: I know you’re working incredibly hard to bring Kjun’s vision to life. These suggestions come from a place of genuine excitement for what Inzoi could become. I’ve tried to balance player desires with technical feasibility - every system I propose includes implementation considerations and optional complexity levels.

To Fellow Players: What aspects of togetherness matter most to you? Which group activities feel hollow right now, and which would transform your gameplay if done right? Let’s keep this conversation going.

…Now if you’ll excuse me, I need to actually go explore Germany before I spend my entire vacation in this hotel room coding! :sweat_smile: But I’ll be back with more detailed prototypes soon.

All my feedback posts is just a way for me to express my ideas. For convenience, I state the problem, a possible solution, how to implement from a developer’s perspective, and what it looks like from the player’s perspective. The Inzoi team can use the ideas, build off of them, or brainstorm from it. I love analyzing problems and coming up with solutions, whether it’s a simple obvious way or a creative out-of-the-box way, and I love building systems logic and using written reviews + demos to showcase. This is literally like a hobby for me since I enjoy it so much.

I hope this feedback helps! Thanks for reading, and here’s to making Inzoi truly legendary! :automobile::airplane:


P.S. - Seriously though, the fact that I’m writing game design docs on vacation probably says everything about how much I believe in this game’s potential. Let’s make it happen!

4 Likes

Hi @Sam.Loa, Thank you for sharing such detailed feedback!
I’ve moved your post to a separate thread so it’s easier to follow.
Please feel free to continue the discussion here and share any additional details.

Hi, can you delete this one actually? As you were moving it I realized I posted wrong, so i figured it out and redid my discussion thread area. I moved to
Gameplay Features and Systems (Solutions Brainstorming) in the Wishlist Category

Sure! I’ve just closed the topic, so you can go ahead and delete it.

  1. Click […] at the bottom right of the post.
  2. Select the Delete button.