Design Update 1 - Controls


In this post we will detail some of the design concepts and priorities going forward with the project with regards to gameplay and controls.

Core Mechanics

A core design pillar for SYNCH/RUSH is accessibility. We aim to create a simple and intuitive experience for players. The challenge of the game lies not in mechanical mastery but player coordination. 

The controls will consist of pressing a single button/key. 

As the game is an auto run platformer. The gameplay consists of jumping and other actions to avoid obstacles. Levels will evolve to present players with varying gameplay obstacles, hereby re-contextualizing the gameplay without changing the mechanical input.

This button/key will be all that each player will use to play the game. The base of the gameplay is formed around jumping. In normal mode, jumping will follow a 3 step rotation: Jump, Double Jump, Dash back to ground

Further additions to gameplay will come in the form of altering this core loop to add fresh experiences to gameplay. 

Gameplay variations

These various gameplay "modes" present in the game to re-contextualize the existing mechanics. These include:

  • Normal mode - 3-5 second turns between players
  • Tandem mode - Alternating turns after every action 
  • Jump n' slide - Player 1 jumps, Player 2 slides
  • Jump n' slash - Player 1 jumps, Player 2 slashes
Control Schemes

Sticking with accessibility as a core design pillar, SYNCH/RUSH will have fully rebind able keys/buttons for keyboard + mouse and controllers. 

As for mobile devices, the controls will be assigned to simple touch screen functions, namely just tapping the screen. In the online mode, each player may tap anywhere on the screen to perform their action. 

During mobile local co-op or solo play, the screen will be divided vertically in half with each player tapping on their half to perform actions.

 

Blue - Player 1 

Red - Player 2

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