Desynchronization Escape by Kalendhos

Gustave, Gaston and Gauthier have to save Gontran !
Each floor has an event every 10s, use Gustave's new tool to desynchronize all that and let Gontran escape !
* Some explanations (if you have problems understanding the game) : * - You can delay, 1 second per 1 second, each floor's cycle. You can press the Space bar multiples times in a row. - When you get catch, all the delays are still working. You don't have to set it again. - You can hide behind plants.
*Credits : *
Development : Kalendhos (https://kalendhos.itch.io/)
Music/Audio : Impact (https://accaparant.itch.io/)
Font : Wurmics Bravo, Berlin Sans FB
| Link | https://kalendhos.itch.io/desynchronization-escape |
| Original URL | https://ldjam.com/events/ludum-dare/51/desynchronization-escape |
Ratings
| Overall | 717th | 3.386⭐ | 46🧑⚖️ |
| Fun | 792th | 3.148⭐ | 46🧑⚖️ |
| Innovation | 179th | 3.826⭐ | 45🧑⚖️ |
| Theme | 315th | 3.93⭐ | 45🧑⚖️ |
| Graphics | 727th | 3.413⭐ | 48🧑⚖️ |
| Audio | 477th | 3.326⭐ | 45🧑⚖️ |
| Humor | 198th | 3.622⭐ | 47🧑⚖️ |
| Mood | 837th | 3.159⭐ | 46🧑⚖️ |
| Given | 33🗳️ | 70🗨️ |
At first I tried to pay attention to what happened and set the correct delay, but then I just played and ajust all along. I think the loop should restart when pressing "enter" because sometimes I had to wait the first guardian to be synchronised. And maybe an input to go back to the "Télécommande" part.
I like your art and the music as usual^^ And also i love the univers you've created, there are many details that make it looks funny (the name starting by G, "thks to save Gontran", etc...).
Great job! Bravo ;)
It was quite hard to understand what to do at first and frustrating at times when everything seems to work in the planning phase, but in the escape phase, the speed of the character makes it impossible. But it was still really enjoyable. GG!
The space bar has effect only in the "preparation phase" (When you have the three partners at the bottom of the screen), and has no effect on the last floor (With the player character).
The arrow keys are supposed to work, like the keys WASD (Or ZQSD if you are in a AZERTY Keyboard. The two work). I don't know why it doesn't work for you (Especially because the keys for jump work).
Sorry for that. :(
However, I felt kinda stupid because even after trying several times, I couldn't get past the floor with the two guards. Anyway, congrats!
@eronsh I think it's the shortest timing in the game, I will change it in the post-jam version. I think you have to delay one more or less time. If it can help you : They can see you only if you are at the same height than them. If you start falling to the next floor, even if they could see your body, maybe they wont see you. (There is still a little margin).
The only thing that I'd change is to give the player an ability to see Gontran when he's moving through a dark room (maybe like an outline of a character or something like that).
@chartle Yes, the final version will have bigger timings. The game was about puzzle and I think the timing difficulties are not very welcome.
@fabula-rasa Like I just said, I think now I souldn't ask dexterity skills for the players and I will probably add that. Maybe open eyes like cartoons. Yes, Gontran has black eyes but I would find that funny.
Thanks you !
Bravo c'était très cool à jouer. J'ai beaucoup galéré à trouver l'astuce pour passer tous les étages, mais finalement c'était le coup de quelques légers décalages ^^
L'humour est très présent, que ce soit dans les textes, le design et les VFX, vous avez dosé ça correctement.
Le jeu est un peu court, ça aurait été vraiment cool d'avoir plus de niveaux (ce qui est une bonne chose). Il y a de quoi faire un bon jeu de casse-tête.
Bon jeu de jam :clap:
Oui pour les niveaux il y a eu réflexion. Déjà les choix étaient limités car on cherchait des effets réels pour retarder les gens, notamment à l'aide de bipeurs, alors qu'au final pour gagner du temps c'est devenu une télécommande "magique". Mais même, au final avec le format de la Ludum, c'était probablement plus logique de faire du court. Je regrette quand même de ne pas avoir rajouté un ou deux étages, et d'avoir mis un checkpoint au milieu (Notamment pour ce joli défaut de level design qu'est le premier étage à passer avec le gars qui a dû faire attendre 10s beaucoup de gens... beaucoup de fois. (Désolé !)
A lot of things changed at the end of the jam, because some was abandoned, some change, etc. Yes, with more time (Or less mistakes during the jam), I would work differently for that. Thanks for your feedback !
@mooptychunk Thanks ! And yes, a proper version will be make after the jam. ^^
@animawish I wanted to add soooooo many things with him. Eyes blinking, "raise of the eyebrows" (Not sure of the terms), wink on a floor where there is a secret (I didn't add a secret). The only really important for me was the head turning, added very early ^^. Glad you liked it !
@hjj Yeah you're totally right about the difficulty, unfortunately. ^^'
@sito Very honored ! Initially, I wanted to have an automatic execution, but I found that more satisfaying (And easier) to make it manually. But it wouldn't be too hard, and I indeed failed on that (See my other commentaries). Not a total failure, but... MEH ! Thanks a lot, anyway. ;)
@maximbegunov I know the game IS too hard, and I will change that, but your comment did me good. :dog:
The 10-second cycle is probably exactly the right length, any less and you couldn't do much with the time. The topmost cop is on a 20-second cycle though, was this deliberate?
I think the darkness overlay in the fuse floors could be a little transparent; I found it difficult to position my character behind the plant on the upper floor, but it doesn't feel like the challenge of the game should be about that.
It sounds like you're planning to make a post-jam version, which is awesome! I think some kind of video playback interface to control the loop offsets could work well there, you could even play around with a CCTV aesthetic.
The dialogue between Gaston and Gauthier is a fun touch ;)
For the 20s cycle... the game was not about "cycles", but "events every 10s". All other floors can be considered like 10s cycles, but it was not my will. And for this topmost cop, he had to be under the two cross cops, allow the player to choose between two exits (In this floor) with the turn-back cop just under. Finally, he came on the top floor and was about to be a kind of tutorial. But finally he just makes the game slower. :cop:
The first dark floor was about the difficulty of placing, I thought the challenge interesting. I regret it, the difficulty doesn't have to be on that. I think the player position will be visible, but maybe not for the plant. Or all visible, I don't know yet.
The delays will be more visible. But a graphic style like CCTV, I think it's too much for me. ^^
I'm glad you liked the dialogue. Especially because they had to have it each try, but I made a mistake in the code. Not a SERIOUS problem, and I think numbers of players haven't seen it.
> the game was not about “cycles”, but “events every 10s”.
Ah, interesting. That's a subtle difference -- I just interpreted everything as cycles that I need to shift around, which is why I wondered why one was longer. That makes more sense now.
> The delays will be more visible. But a graphic style like CCTV, I think it’s too much for me.
No worries, I just liked the idea. The current interface clearly works well!