Gameplay Overhaul Update


Hi everyone,

Recently SYNCH/RUSH was playtested by multiple people. The results were very helpful and upon further review I have decided to overhaul the core gameplay.

The main goal of SYNCH/RUSH is to provide an accessible and intense social experience. The gameplay thus far felt somewhat floaty, and the presented gameplay modes did not mesh all too well together. 

SYNCH/RUSH now features an upper and lower platform where players can bounce between to avoid the obstacles on either platform. The aim here is to replace floatiness with a more zippy and bouncy feel that translates into a more intense and kinetic experience. 

Furthermore, the gameplay mode will now be switched to the equivalent of the "Tandem Mode" wherein players switch turns upon each action, as well as "Blaster Mode" where one player will do the jumping, and the other can omit a shockwave to clear certain obstacles which cannot be passed by jumping. 

These changes are still in the implementation but should be in place soon, ready for testing. 

Thank you,

Yoeri


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