Sync was a class project at Georgia Tech. The goal was to develop and release a fully playable and fun game over the course of one spring semester. We used several playtesting sessions to refine the game play and came up with a unique kind of local multiplayer game.
Aptly described by our professor as a "Reverse Turing Test", Sync has one of two players attempt to match the actions of a set of AI units while the second player tries to determine which unit is human-controlled. The "impostor" is given the opportunity to learn both the (simple, physics-driven) control scheme and the actions they must mimic.
Technically, Sync was an exercise in physics programming, user input design, and tools programming. I was the architect and primary programmer on the project. As part of that role I built a text-based level design tool which would interperet level files at runtime. This allowed my teammates to design levels and tweak them without needing to rebuild the game.
Grand plans to implement networking (presumably through Player.io) never panned out. I did, however, later use Sync as the basis for an AI-centric project in which one player attempted to follow the movements of AI units for as long as possible.