Delta Shift by BaKo
In delta shift, you can walk, run, slide, dash and wallrun in order to finish this race against gravity !

Every 10 seconds gravity shift right ! Your goal is to make it to the end !




| Itch Io Link | https://bako52.itch.io/delta-shift |
| Original URL | https://ldjam.com/events/ludum-dare/51/delta-shift |
Ratings
| Overall | 499th | 3.604⭐ | 26🧑⚖️ |
| Fun | 461th | 3.521⭐ | 26🧑⚖️ |
| Innovation | 400th | 3.542⭐ | 26🧑⚖️ |
| Theme | 520th | 3.729⭐ | 26🧑⚖️ |
| Mood | 549th | 3.479⭐ | 26🧑⚖️ |
| Given | 23🗳️ | 46🗨️ |
The gravity mechanic is a bit disorienting at first, maybe making it a bit more smooth would have helped.
That said, it was gorgeous and had some funky beats
I think the biggest drawback was whenever I smacked into a wall to climb it I was disoriented, and unsure where I'm going. You can't really see what you're climbing to, and if you're off by a little bit you might not notice you missed the tunnel you wanted to climb through.
I recorded myself playing so you can have more feedback. Stellar work!
https://www.youtube.com/watch?v=NxJP_Ic_Brw
- Wall climbing was cool, but the lack of feedback for when you started/stopped climbing made it hard to tell if you had fallen off the wall. Additionally, the solid color of the training map walls meant that when your face was pressed against the wall you couldn't tell if you were moving. Simply texturing the surface slightly and adding some climbing sounds would go a long way here.
- I liked the future/graffiti aesthetic, it was vaguely reminiscent of some of those old skating/rollerblading games. The pipes were a nice touch over just having blocks, though it would have been nice to have a little more variety in the environment assets.
- The rolling camera shake when you moved was uncomfortable for me and felt very unnatural, especially how it snapped back to the center when your velocity hit 0. It's more common to sway the camera location left/right at twice the frequency of a vertical bob (usually making a "U" shape) and having something more similar to that would probably feel a lot more natural.
- I have a feeling the friction was reduced to make things more fluid (which it did) but it had the side-effect of making stopping/tight turns really difficult, which is unfortunate since a lot of the level design was based around tight maneuvering. This could probably be solved in two way: either scaling the level along the axis that you're going to be going so you don't have to be so precise and/or increasing the friction when you let go of inputs to make tight movement easier. Maybe both?
- The music was nice and fit well with the rest of the game.
- Appreciate the setting menu, nice touch.
Overall a pretty decent entry, even if it had some rough edges.
Overall I think it's a pretty nice game, the only real feedback I can give was that the movement felt very sluggish, and could've benefited from being a bit snappier. Also I'm not sure why but after playing for a relatively short time I did start to feel nauseous.
The music was really good, and fit very well for this game, although I noticed there was no music slider in the settings menu.
Also the wall climbing mechanic does need a little bit of work I think, sometimes it didn't activate even though I was really close to a wall.
But overall a pretty good game! -Peter
I would agree with the controls feeling a little floaty. If that got tightened up to be more responsive and you added some sound effects, this could become a really great game for speedrunning! Congrats on the entry!