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Psycho Sync Rails's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #391 | 4.000 | 4.000 |
| Fun | #838 | 3.400 | 3.400 |
| Overall | #859 | 3.508 | 3.508 |
| Originality | #2092 | 3.125 | 3.125 |
Ranked from 40 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?
The player has the ability to manipulate platforms through the world, the movement of these platforms is all tied to the same mechanic and one can not move without the other doing so. Proper manipulation of these objects in tandem with one another is key to success in this 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?
Yes
We created the vast majority of the music during the game jam
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Comments
So, the music was really cool, kinda having that funky vibe.
The platforming in the first level was really tricky for some reason, compared to the other two. I also noticed that this game didn’t have a standard platformer drop shadow, instead opting for something more realistic, but less helpful as a navagational aid.
Overall, I liked the art style a lot, and the only technical issues I noticed were a bit of screen tearing and very shaky movement when I was on platforms and using Q/E
Thanks for the comment, was really happy with how the music turned out too.
The drop shadow is a good pint actually and something that didn't even occur to us at all to be something to add.
The blue platforms being jittery is an unfortunate side effect that after some post-jam research happens when you use the "easiest" method for moving platforms such as this one in Unreal Engine 4. Since it didn't affect the playability of the game too much I didn't dedicate time to fixing it.
Totally fair on the platform jitteriness. Just something that stood out it all.
I like this game’s vibe a lot, though.
nice game!
Very interesting concept! There is potential for making a lot of levels using this mechanic
The presentation is one of the best I have seen in this jam so far! (his hands do be scary tho)
One suggestion I have is to make the movement of the blue platforms smoother, as it gets more obvious when the player rides on the platforms
I would love to see more levels in the future, overall, it was an...
Awesome game!
Thank you for the comment! More levels was definitely within our initial plans to really make the mechanic shine but we ran out of time for extra interesting ones unfortunately.
The blue platforms being jittery is an unfortunate side effect that after some post-jam research happens when you use the "easiest" method for moving platforms such as this one. Since it didn't affect the playability of the game too much I didn't dedicate time to fixing it.
Always happy to see our old fans look us up. You're the best Kreekakon! ♥
And your game, my god. It looks stunning. PsychnoSync, more like... Psychnonaut! I love it. The level design certainly got very neat on level 3, some hints of brilliance. If you ever continue, I 'd love to see that crazy design expand even further!
Seeya again next year!
Really enjoyed playing though this one :) I was instantly worried about the controls since 3D platformers in jams aren't always the smoothest experiences, but you really nailed it! I didn't once feel like I was cheated out of a jump or uncertain about what I was supposed to be able to do and not do!
I would love to see this fleshed out into a full game with the progression mechanic built out a bit more. It seems you have some neat ideas and I'd love to see more of them! My one complaint was how shaky the physics could get on moving platforms, but it wasn't anything all that terrible. Nothing a little bit of post-jam polish couldn't fix
Good job :)
Thanks for the feedback!
The shakiness is definitely something we took notice of during the jam but I could already tell with how it was set up it would take a stupid amount of time to fix and it wasn't worth it. It was visual only and didn't affect gameplay so we opted to leave it in as a low priority problem haha