This felt a bit confusing to play. It's hard to keep track of which viewport is yours since they're all linked and it jarringly adds/removes a viewport when you create/delete a clone. The synchronous movement essentially turns the game into a turn based one; which isn't a bad thing. Making it turn based does give you all the time you need to get your bearings but it's a still hard to reorient yourself every time you make/delete/swap to a clone. Additionally, putting delete and switch on the same button makes it hard to know if I'm deleting a clone or not. Lastly, the lack of a persistent crosshair (there's only the cube that tells you where the clone is going to be spawned) makes it hard to know if I've selected a clone or not for deletion. I can't help but think that maybe this concept might have worked better in 2D since it's a lot of information to juggle in 3D—especially since 2D allows you have a fixed third person camera to see the whole field.
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Project Turn Based Synchronous Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #4232 | 2.162 | 2.900 |
Overall | #5061 | 1.665 | 2.233 |
Fun | #5157 | 1.491 | 2.000 |
Presentation | #5389 | 1.342 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Join with your summoned clone in this turn base synchronous game
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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