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A jam submission

EchoTideView game page

Sound is your only guide—help Echo find her way home.
Submitted by Facundo Villafañe (@favillafane8) — 1 day, 20 hours before the deadline
Rated by 12 people so far
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Comments

Submitted

Nice submission! This was really well executed, and I liked the mechanic here, and had no trouble getting through the game with audio alone. 

There was a bit of guess work on if I was going to run into anything when switching lanes, and it would have been cool to better utilize stero audio in that case (having the radar give feedback on things to the immediate left or right). 

Submitted

Nice game overall with great foundations, loved having the sound library to know before the fact what any sound means. Could use some music or background sfx when the game starts.

Another minor thing is that you have a score for the seeing players but hide it in the game over page (and don’t give it to the blind player also)

Loved the quantity of accessability options 👍

Submitted

It’s a great start. The menus and self-voicing were effective, but I wished the speech speed were configurable from the settings screen, or if I could more conveniently navigate and repeat parts of the help screen. I love jaogwal’s suggestion to give each lane a distinct sound that plays as you move through them. Here’s what I might add: the echolocation sound could be panned and/or pitched to its lane as well. Maybe when it hits an object, the object might emit some sound that persists until it goes off the screen? Those would alleviate my biggest challenges when playing without looking. Nice work!

Submitted

Very enjoyable concept! Could use some polishing in the audio department, but overall I can tell a lot of effort went in. Wonderful creativity!

Submitted

This was a interesting take on an auto runner. Theming was very strong in your game which worked well. The main menu was incredibly easy to navigate and I liked how you looped the help lines unless shift was pressed. Never even considered that for our game. 

The main gameplay was a bit difficult to grasp at first due to the audio being kind of flat. What I mean by this is that when you use sonar, it does fade out a very little amount, but the bounce off is sharp. So if you send out sonar in all 3 lanes at once an the sonar hits in all 3 lanes at different times, it's impossible to tell where the bounce came from. 

This might be something that could be fixed by killing the sonar in the lanes you leave so only the sonar in your current lane is active.  As for the lane identifier, the pitch difference was very subtle to me so it was hard to differentiate what lane I was in. Maybe instead of a single audio identifier of what lane you are in, possibly a sound of swimming could be used that would change depending on the current lane? 

Fyi, I played through with my eyes closed first, and got to the game play. I honestly struggled to understand if I was playing the game right until I opened my eyes. I think some minor tweaks to the gameplay itself would greatly benefit this game! Nice work overall though and thanks for sharing it! 

Submitted(+1)

Solid concept. There could have been some form of "you're moving" sound, probably also keyed to what lane you're running even if just by stereo panning it a bit. 

Submitted(+1)

Yeah I thought the same, like a swish/swim sound.

Submitted (1 edit)

I like the title screen’s design. Although the tides over and under letters can be a little too much - a few less might get the idea and work more effectively - It feels so dreamy and childlike, and like I can dive into this imaginary world and be carefree. (For those who can’t see, the letters are round-ish, and they look like they shine. The screen and text are in shades of blue. Around most letters there is a line resembling a wave or tide).

The story is also extremely cute and enticing. As soon as I read the summary, I fell in love with it. The theme and the mechanics and the story are immediately matching for a promising game.

I can’t wait to play it once I find my earbuds that are unexpectedly missing - but I think VibeVerse might be right: some background ocean sounds would be a great addition.

Edited to add: Amazing sound design, tied to the setting very well. I agree with Jaogwal and VibeVerse that we could use some more sounds for immersion in the background, or moving swimming/swishing sounds, and I’ll even add audiodescriptions for passing by interesting decorative hotspots, like “You go past a school of Amazon puffer fish”. Sort of like a trip in the ocean. For a more relaxing experience; I doubt that’d work with higher difficulty levels.

I had a question about the score: I hear it say I was just “under 300”, but I was complimented on it. I don’t know exactly my score, and i wish I would know it. Since you recorded all of your voice lines I can see how impossible it’d be to achieve that, unless you found a way to match like “396” - knowing that a three in the hundreds house would read as “three hundred”, a 9 in the tens house would read as “ninety” and a 6 in the units house would read as “six”. Maybe that way you’d be able to let us hear our total score by combining things around, but it might be a ton of work for little reward. I just felt that was a bit confusing, as I don’t know what the meaning would be. Of being “under 300”. Plus if I get a slightly better or slighty worse score next time I wouldn’t know.

Amazing concept, great work.

The idea is neat. There's just a lot of deadspace for audio. Some ocean sounds would be welcome.