We really wanted to develop a multiplayer VR game, this was decided before the game jam even started. The main reason we wanted this is so that we could challenge ourselves and learn more about multiplayer in Unreal Engine, and with hindsight this was the correct decision. We went through many hurdles, but we learned a lot and were able to add a new skill to our repertoire.
We did not want a game that was just Russian Roulette in VR. We want to add some strategy to the random nature of Russian Roulette, so cards felt like the correct decision, we had cards that allowed to peek your next bullet, skip your opponents turn, increase the damage you dead, heal yourself, and even planned on having a jump scare card, which ended up as just playing a sound.
In Russian Roulette players take turns, so we had to translate that into our game and decide how does that work with the multiplayer setup, card mechanics, and VR. Luckily the VR Expansion plugin helped us get the players properly replicated over the networking with their head and hand movement nicely replicated. Which left for us to implement the rest, which while it was easier, it still proved a challenge and we learned a lot.
Throughout development, we faced many challenges, but the biggest one was the time constraint. Only having 2 days to produce a multiplayer VR game that was fun was quite the challenge. With our limited knowledge of multiplayer games programming, we had to quickly read up and start implementing, it was a lot of trial and error, until at one moment it clicked and we understood it. After this project I feel much more confident in my ability to work on multiplayer titles.