Subsync by mechanicallife
Summary
Slide. Jump. Break the cycle. Dive into the neon-lit depths beneath a forgotten city in this fast-paced, skill-heavy, speedrun metroidvania.
Navigate the tunnels to find movement based power-ups, and utilize them to make your way to the end. Speed is key, don't be afraid to retry if you lose your way or take a wrong turn.
Movement
To get the best times, try to spend as much time on the ground as possible except in uphills. If you land clean in a downhill you get a speed boost. Avoid running into walls or hitting your head on the ceilings!
Try to beat our best times if you can!
Controls
- WASD or left stick Movement
- Space or A Jump
- R or y Respawn
- Down slide or fast fall
- Esc or Start brings up a pause menu.
| Original URL | https://ldjam.com/events/ludum-dare/57/subsync |
Ratings
| Overall | 421th | 3.579⭐ | 21🧑⚖️ |
| Fun | 143th | 3.842⭐ | 21🧑⚖️ |
| Innovation | 347th | 3.395⭐ | 21🧑⚖️ |
| Theme | 818th | 2.553⭐ | 21🧑⚖️ |
| Graphics | 404th | 3.737⭐ | 21🧑⚖️ |
| Audio | 90th | 4⭐ | 21🧑⚖️ |
| Humor | 325th | 3.083⭐ | 20🧑⚖️ |
| Mood | 410th | 3.605⭐ | 21🧑⚖️ |
| Given | 15🗳️ | 12🗨️ |
As others have mentioned, the movement feel a bit stiff and the reason for that I believe is, besides the usual finetuning of hitboxes and balancing parameters, how frustrating it was to hit your head, lose all of the momentum and then wait to get up. I understand you need some sort of punishment in the game, but getting stunned for so long is annoying. I think it would create a more smooth experience to just remove that stun period and convert it into a direct time penalty on your timer. Also, speed boosts from downhills felt satisfying, so I would suggest more of that in your levels.
Besides that, I think the graphics worked for a ludum dare submission, and the music was vibe-y.
Teleporting back to the start when grabbing an item felt the same as restarting so I was confused at first.
Managed to get a gold medal on one level. That's good enough for me.