
Launch the SYNC protocol, where you are the ultimate weapon. Your job is to commandeer different robotic synth’s abilities in a high-octane, first-person frenzy. Master the art of SYNCing, and control the pace of battle.
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Languages: English**languages with full audio support
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Highlights: - art style nailed the textured/cel-shaded combo reminiscent of Borderlands, Roboquest, etc. - red shotgun firing animation is cool, reminds me of the Halo 4 forerunner weaponry - I like the SYNC gameplay hook of possessing different robots. Each robot is a unique playstyle. Makes for a fun FPS. Don't think I've seen that used to this extent in a game before. - electronic score (music) totally nails the theme you're going for. - Solid FPS gameplay at its core. Some of the platforming segments highlight just how precise the movement is, which not all FPS games have. Room for improvement: - I didn't like that the game defaults to 1280x720 and low graphics. 1920x1080 and at least medium is standard. - volume sliders are slow to drag left & right, they also don't apply instantly when you click APPLY (they apply in the next scene I think, which could mean an entire level later). I usually prefer when I click somewhere on a slider that the slider will jump right to where I clicked. - The settings menu when pausing the game has no "return" [to pause menu] button, it only has a main menu button which made me afraid that I was going to back out to the main menu mid-mission when I wanted to resume the game. - dialogue mix is all over the place. robot voice effects/filters are cool but the dialogue volume jumps between too quiet to hear and ridiculously loud/clipping/distorted. - The red shotgun firing sound lacked kick/oomph to me and sounded more like a laser. I recommend trying to layer that sound with some real shotgun/explosion sounds, definitely something low-mid frequencies. - permanent cracked-glass 2D texture on the screen when damaged was kind of annoying to me. Would prefer if that faded out after a while, even if my health was still low. - No footstep sounds... I expect them to be there because there's jump/land sound effects. I also thought the "land" sound effect was very plain and soft. I expected to hear a heavy clunk as if a heavily armed soldier or robot hit the ground. - A lot of enemy firing sounds were quiet or nonexistent. - for the flying drone character, I would expect CTRL to be the default button for descend (as it's often used to represent crouch in games), not SHIFT. - would've liked the ammo count to be permanently visible on the screen, not just when I fire. - press F to break connection uses default unity font :/ - X feels like a weird default key for ultimate ability because it's hard to reach when my hand is in WASD position. F seems like a better default key for that. - SYNC recharge needs a sound effect and seemed slow despite being the hook for the game... - laser door opening/closing sound effect needed - I think a lot of the sound effects would've benefited from reverb. Small, metallic, interior spaces like this have reverb. - I wish that playing aggressively had a bigger impact on SYNC recharge. What if those ammo pickups also sped up the SYNC recharge? - I wish running out of ammo wasn't such a common occurrence in this game. This wouldn't be as much of an issue if the ammo pickups didn't disappear and/or gravitated towards my character. - desktop taskbar icon is the default Unreal Engine icon, should be a game logo. - "DESYNCRONiZED" typo... not sure if it was intentional but regardless, I wish it said "DESYNCHRONIZED" instead. - no checkpoints :( - wall of text on loading screen - ain't nobody reading alla that (even if the writing is cool) Don't let all of the critique fool you, I still had fun with this game and give it a big thumbs-up. Hope this helps!
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Such a great product produced in 8 months. Extremely proud of this entire team and I am glad I was able to help <3 Lots and lots of fun.
So I was one of the people that got to play the alpha of SYNC at Champlain's Accepted Students' Day, and I have to say that it's improved a lot since then. I loved the concept, and seeing the game fully polished and completed is even better. I love the mechanic of switching between the different player types, and I feel as though the low ammo count of each class promotes "syncing" often. Definitely a fun game to try!
En iyi silah olduğunuz SYNC protokolünü başlatın. Göreviniz yüksek oktanlı, birinci şahıs çılgınlığında farklı robotik synth'lerin yeteneklerini kontrol altına almak. SENKRONİZASYON sanatında ustalaşın ve savaşın hızını kontrol edin.
Neat little fps game i feel like theres room for improvement in most places but it def has potential
Before this game, I was nothing more than a shell of the former man I was. (Divorce hits you hard) She took everything; the kids, the house, the dog, even my foreman grill. I had nothing. I had to work extra shifts at the factory just to keep up with the child support payments. All my money went to either my Ex or my slummy landlord who expects the rent even though he won't fix this damn door (yeah right buddy), so I have to shop around Steam's free games. But this was a blessing from the good lord himself; for he bestowed upon me the gifts of the heavens. I gave this game a try and instantly fell in love. Firstly, the game play loop is very engaging. Having the unique gimmick of being able to "sync" (take control of) an enemy while your old body becomes a decoy for you to reposition yourself (or to get a moment to breathe) is genius. It's easy to understand and allows the player to start to think more strategically when attempting to beat the Speed run game mode as it challenges the player to not only play in a timely matter, but also to pick and choose which enemies they kill and which they sync into! The three enemy types (which are all playable through the sync mechanic) each have entirely unique play styles and abilities, just like the men my Ex used to invite over while I was at work! This works well because it allows the player to experiment with what play style best fits them in a given scenario! Though don't get too comfortable playing as a single character, that's how you get trapped in a loveless marriage! The art style is fresh and exciting while also reminding me of the good ol' days of playing arcade games with the lads back in '83, but its in the comfort of my no bedroom half bath apartment in my ex wife's back yard. Gone are the days of watching her and my landlord have dinner with OUR 9 children from the back window on rainy nights. Now I can come home and boot up this masterpiece without a care in the world! Don't even get me started on the excellent music that this game has on offer; I mean it makes me FEEL like a cool sci-fi badass as I sync from body to body to eliminate enemies before they even know where I am! If only I could do that in real life, so I could sync into my landlords body and hold my wife for just one more night... Of course this game play and premise were phenomenal and can NOT be understated. Truly, there is a God in this world, and this game is proof of that! If this were a student project, I'm certain it would be the best one of the class, nay, the history of the program itself. It's because of this game that I am able to come home with joy and whimsy, knowing that I have another chance to beat this speed run record (I'm trying to get below 8 minutes!). I have had happiness enter my life once again, and dare I say better than it ever has been before! TLDR: This game is very fun and engaging. It's game play is easy to learn but has enough to it that makes mastering it crucial to being able to complete the speed run challenge in the right time. The art style is great and the music is also really fun to listen to. It's a great experience and I highly recommend it to anyone looking for a quick game to play and enjoy.
I really hope the developer sticks with this game because the concept of switching between characters through line of sight in an fps is one that I want to see done right. Unfortunately, in its current state, the game is only an unfinished prototype.
Dev team was immaculate at the feel of the first person weapons!
As a free proof of concept to try for an hour, SYNC is a cool game that I'd love to see fully fleshed out. However, if it were a paid release I would definitely not be satisfied with this level of polish. The core concept is great: You can take control of any enemy at nearly any time. Each has their own weapons and movement abilities, and ammo and health are rare. The result is dynamic combat where you have to assess your health, ammo, SYNC, and enemies, trying to get all that you can out of your current host while putting yourself in a good position to take over a healthy host when those resources run out or things get spicy. The problems start when there are only 3 synths in the entire game, and they're not created equal. Some combat is linked by platforming, but you can completely bypass it using the flying Stalker. There are also optional lore pickups in out-of-the-way places, but again, why risk dying and repeating the whole level when you can just fly to it? Its railgun is also a useful weapon at all ranges, so for those reasons I used the Stalker nearly every chance I had. In the AI's hands, the synths' arsenals go unused except for primary fire, and they're incredibly stupid besides. Most will go down without a fight. The consequence is that combat ends up more samey than it should: room fills with easily killed synths, kill them while saving a Stalker for last, SYNC when ammo depleted, repeat until game ends. The second biggest issue is the audio. The sounds and mixing are simply awful: popping, music too loud, feedback sucks, weapons are impactless, the dialog is loud and grating, and I stopped picking up audio logs after I realized how much they interfere with the game when they play full volume during combat and dialog, made even worse by just how LONG they are for a game this short. Story's hardly worth mentioning; SynTell's discount Shodan, and that's about all you need to know. There are a couple neat assets, but overall the environments are super basic and samey. Most of the effort clearly went into the synths, but I'm not sure it pays off there, either. Runs fine on Linux, terribly when I tried it on my low-end Windows laptop. That's a lot of words for a very short game, but should the devs come across this review, hopefully some of it is useful and constructive feedback, and if SYNC gets a bigger, better version someday I'd love to see it.
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