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A jam submission

EcholocateView game page

E C H O
Submitted by jade_duck — 13 hours, 47 minutes before the deadline
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Echolocate's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.7273.727
How well does the game fit the themes?#14.5454.545
Visuals#34.0914.091
Audio#53.4553.455
Gameplay#63.3643.364
How much do you enjoy the game overall?#83.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3hrs

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Comments

Submitted

Very nice game and effects! Took me a few tries to get proficient enough to not die in the first pit and I eventually beat the game. I found myself spamming space, maybe as an idea have the echolocation be automatic every second or so? To spice things up a little bit

Submitted

Really had a good time with this one, the challenge is very interesting ! My only point would be that using another key than space for jumping is a bit confusing and frequently led me to some missed jumps (maybe the sonar could have been mapped to Return, Shift or Left Button Mouse?), but it's a very small issue.

Congratulations for this entry!

Submitted

Good stuff, love the wave visual and sound. I also made a game about echolocation though its a bit different in terms of gameplay.

Submitted

Absolutely love the effect of the sonar lighting up the walls. It looks great and it's a super cool take on the theme. I would've loved to have done something like this myself, but I couldn't think of a good way of getting that effect. Mind if I ask how you went about it?

Developer

Everytime the player pings, it traces some rays to get the distance to all of the different colliders around. It uses this to build a mesh like this , with collisions coloured white the closer to the surface, and grey if there was no surface in range. Then it's just a shader which only colours in pixels if they are either in a expanding ring from the center, or if the ring has passed them and the pixel was white.


The better way of doing this would just be to use a particle system that has no gravity, is emitted all at once, and collides with the terrian, but Godot doesnt have particle collisions yet, and i couldnt be bothered learning a new engine

Submitted

Very pretty. The idea of a platformer where you don't see the player character is kinda awesome.

Submitted

I think, the button assignment was mixed up: up arrow is doing nothing for me, but I can jump with right arrow. Apart from that very cool, may I ask how you did it?

Submitted

I went back and tested, and same here. I think Right does both jump and right? A/D/W works though.

Developer(+1)

Oops, you're right, just fixed it. Anyway, i love your game, the idea of an audio only game is so cool.

The way the effect works is pretty simple, it just does a bunch of raycast to generate a mesh which is coloured so that where it hits platforms it's white, and then just does some shader magic to generate the rings, based off the mesh

Submitted

Well, doesn't sound that simple to me to be honest, I have to try it myself someday to make sure I understand it :D

From what I've seen of the submissions, there are multiple jam games that rely on an echolocation system (including mine, hehe), but I think yours has the best looking effect.