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ECHO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #11 | 1.826 | 2.000 |
How much do you enjoy the game overall? | #12 | 2.921 | 3.200 |
Gameplay | #12 | 3.104 | 3.400 |
Overall | #13 | 2.556 | 2.800 |
How well does the game fit the theme | #13 | 2.921 | 3.200 |
Visuals | #14 | 2.008 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Managed to kill 128 enemies and it's cool that more of them are spawned as the time goes! Didn't even need to use "revert time"
You will will be assimilated. Resistance is futile.
Feels like you are some kind of Borg and red squares are fighting back. :D
Now this is interesting! Really cool, rather unique mechanic of the lagging ghost that you revert back to. I really love it. Great stuff!
Unfortunately, it doesn't feel like the time revert mechanic is really the core of the game in-practice; the gameplay ultimately boils down to how fast and accurately you can click the next enemy to kill them. However, the Sonic-like enemy targeting/attack was pretty cool too. This game has a lot of really neat ideas while being very simple, which I think is great! Obviously it's not a perfect go at the ideas in-practice, but this is a three-hour game jam so that's more than to be expected. For the time, this is really innovative, unique, smart, and I think really excellent.
I honestly want to steal this idea of the lagging ghost you revert to, which is the highest praise I can offer. I think it's a really wonderful idea with a lot of potential across genres. I'm particularly thinking of it in a multiplayer platformer setting, but this could work great as a core mechanic in a more standard platformer, or like a puzzle platformer, but I could see it working in a top-down shooter, basically any action game, and I'm sure it could be applied to other slower genres as well in just less obvious ways I'm not thinking of at this moment. It's similar of course to Tracer's Recall in Overwatch, but this implementation has a lot more precision, control, and honestly is just a lot more interesting to me. I think it works much better in a 2D setting where you can see in exact detail where the revert point is in space at any arbitrary time.
I'd love to see you iterate on this concept. Both the time revert mechanic and the Sonic-like homing attack are really awesome to see. Beautiful job. This is the ideal of what I like to see.
Thank you so much!
The mechanics for the game where actually inspired by a league of legends champion names "Ekko", he has an ability which lets him dash to enemies and another one that lets him go back to his position a few seconds ago. As you said those are interesting mechanics on their own and I wanted to see how I could make them work in a 2D setting.
I appreciate the feedback.