Glat to hear you enjoyed it. I was actually working on a checkpoint system but was running into a number of issues with it. However I can try to revisit it and finish it up in the future I hope. Then the game can have an optional perma death mode ;)
Griggy
Creator of
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Thanks for playing!
We planned to have blocking. Actually half of the blocking mechanic was implemented but due to time constraints we had to scrap it cause it would have taken too long to design for. But yeah, would be cool to have different attack sets per prop type and even have large props break into smaller props that you can pick up.
Thanks for playing and no need to apologise cause the critique is welcomed and I agree with it. There were some story beats meant to help explain the anticlimactic ending but we ran out of time implementing them. Hopefully I can update this after voting is done and the ending will have a bit more impact? To be seen. And yes the enemy variety is low and possibly hurt more by the increase in their numbers near the end. Hopefully more variety will make them more worth while.
Thanks for the positive feedback. Yes the physics took... some time to get under control haha.
Ah yeah thats a unity input system issue I have ran into many times tho it usually happens in the editor. Thankfully restarting does the trick lol.
Thanks for playing. That was the exact intention behind the props so I'm glad it worked out.
After the corn maze you are meant to go back inside the house. There were a few more doors there. We wanted to inform the player somehow about where the key leads to but ran out of time. A quality of life improvement to come.
Was the first health pack at the car right when you start or inside the house? Very odd, I never seen the packs not work. The prompt will tell you if your health is full so maybe you werent hurt?
This was awesome! Great art, story, setting everything. I also died a lot haha. Good job with this one.
Good game! Even tho it was all made of just squares, I really liked the visuals. The level design and puzzles were great as well. I liked the mechanic as well having to use touch to find clues. Only criticism I have is the lack of audio.
Well done overall.
Great game! I liked the art and the CRT effect was a nice addition. The mechanics were simple yet had depth. I can see that a lot can be done with this game.
Fun little game, I can see this grow into a really interesting RPG or dungeon crawler.
Neat visuals and good music to set the atmosphere. I think there was a bug for me or maybe just a result of running out of time but the health icons were red excalamation sings? Same for the icons in the inventory on the fish items.
Great job completing your first game! Its a huge achievement and hope you guys continue making more and grow. I agree with most of the advice ilbini gave. I would also add by saying that you need to give the player more feedback. Sound effects for jumping and landing, visual effects/animations in response to player and game actions. This will give the gameplay much better game feel.
Keep up the great work.
I really liked the visuals and the animation felt super smooth and responsive. I do however feel like it could benefit from more visual and audio feedback. It was hard to tell what happened during the respawn. shooting enemies felt like wasn't working cause the bullet would pass through till the enemy dies. Having some visual effects and sound effects would really lift the game.
Neat game. I really liked the pixel art and the story. I feel like the jumping could have used some sound effect to give feedback to the player.
Interesting and well written story. I also liked the sort of wiki like setup of it all where you can use links to hop around.
Thanks for playing and thanks for the feedback!
You can throw props at enemies by holding F but only light props like mugs, plates, knifves, ect have decent velocity. Heavy props like chairs don't go as far but they can porobably be adjusted to be thrown harder.
We really wanted more enemies and more physics but time ran out unfortunetly. If we have more time or redo the game without a time constraint we would definetly implement more depth to the mechanics.
It was some organic purple ball. It was slimy looking with veins?
It could just be tentacle 1 and tentacle 2. By not specifying a direction then it wont matter the perspective perhaps.
The pixel art was really well made and animated. I enjoyed the level design and reading the story in the notes. The flashlight mechanic was also really great to see. Awesome work.
Fun little game. I enjoyed the 2.5D aesthetic and the hand drawn characters. Awesome work!
Simple yet really great concept! I liked the visuals and enjoyed reading the conversation. And I learned today that Magenta doesn't exist.
Great job!
Neat little game! Liked the pixel art and enjoyed watching the village grow.
Maybe? If I did pick it up how would I know? Does it show up in my hands and do I just walk up to the lever and it gets palced on its own?
Excellent entry! Loved the visuals and the puzzles and flow of the game was well put together. The light guy certainly scared me. Very cool way of messing with the player.
I will say that the controls were a little unorthodox. Throwing props with middle mouse click and left shift for crouch were odd choices. And it would have been nice to have mouse control over the inventory. I also feel like some music or stronger ambiance to the sound would have been great for the atmosphere. And there could have been more feedback from the audio.
Having said all that this is easily my favorite submission so far. Well done!
It ate me! Fun little game. Liked the concept and the "Play" mechanic was interesting. That damn triangle was hard to draw haha.
Neat little entry. Liked the art style. Took me a second to get used to the tank controls tho.
Fun little game! I always appreciate physics in games so this was well done.
I do have to say that I struggled a bit with the controls. Mainly it felt weird using left click for both arms and right for jumping. Maybe it could be left click controls the left tentacle and right the right tentacle? Space jumps? Not sure but still enjoyed it overall.
Awesome entry! Loved the art and sound. Voice acting was really good as well. Got stuck on the 2nd puzzle as well tho. Might come back to it with a fresh mind.
Found 2 bugs that you might want to know about. 1 is just silly but not game breaking. If you are inspecting an item like a book and you press Tab to view your inventory, exiting the inventory allows you to walk around. However the inspected item is still floating out as if being inspected. You even maintain control of it so you can use the scroll wheel to scale it in the room haha.
2nd bug can break the puzzles possibly. I was able to pickup the item in the book shelf. I won't say more so others don't break it but seems to be that the raycast could be clipping through?
Really liked the art and atmosphere. Definetly felt some existentialism. I'm not sure if i got stuck. The 3d time falling into the room the lever for the door was missing and couldn't find any way to progress.
Thanks! Yes we put a lot of effort into the opening being very educational for the player. Interesting tho, we did not consider the game page being over bearing. Wonder if shorter sentences placed as text in the screenshots would make it more digestible.
We were trying to avoid UI as much as possible but yes health is tricky to convey. Given more time we would have added a red vignette when closer to death. The more red the lower your health kind of thing. Will experiment with some solutions. Thanks for playing!
Thanks for playing! Glad to hear you made it to the end. Yes the throwing is a bit off but should be more improved in the future. Larger objects like chairs arent ment to go far but maybe a bit more speed wouldn't hurt.
As for the input lag, you are meant to hold F so maybe thats why it feels like lag. I think we can remap throw to right click and leave F for dropping props.
Excited to try out all the "Echoes" games :)
Updated the game page and in game instructions and also placed a prompt for the player to use the space bar.
Thanks for playing. Realized I never informed the player of the space bar haha. Updating the controls instructions...
Yeah I think a checkpoint system is the next top priority feature. Would that count as a bug fix? Lol. Now with that implemented I think I will still allow the players to disable it for a permadeath mode.
Thank you for the feedback. Yeah the spawning can get a bit weird at times but have ideas on how to improve it. Thankfully turrets are not required to finish the stage so as long as mechs and drones dont spawn out of reach the game cant soft lock players.
Yeah the clicking was a common complaint. I did not test to see if you could rebuy skills, it's possible the rebuy stacks their effects haha.