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Echoes of the Hunt's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Horror | #98 | 3.318 | 3.318 |
| Sound Design | #220 | 3.182 | 3.182 |
| Enjoyment (Best Game) | #280 | 3.045 | 3.045 |
| Aesthetics | #336 | 3.318 | 3.318 |
| Creativity | #369 | 2.909 | 2.909 |
| Story | #380 | 2.182 | 2.182 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Godot
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Comments
Really good atmosphere, and cool lighting effects! Wasn't really sure what the goal was or if it was possible to kill the enemy, but still very spooky and enjoyable to play :)
Thank you for playing!
What did you use for the flashlight? I'm trying to figure it out for my game in Godot but all the textures had the lights nodes shoot in every direction?
For flashlight I use asset created in aseprite. I did make some shadows to make flashlight look more realistic.
thank you
The flashlight made the game tense, the controls could be adjusted, but at the same it help the tension of not knowing the exact control and the fear of confusing the keys to move in the intended direction.
Thank you for playing!
The anticipation is really tense, well done!
Thank you for playing!
the tank controls took some time to get used to. In the end I just hold the forward button and redirect using mouse aim.
Thank you for your feedback!
I feel like you absolutley nailed the feeling of this one. The armopshere, lighting and monster AI really, realllly sold that alone in the mountains, clutchign your gun with a few bullets left and nerviously firing at antyhign that moves sort of feeling. I know some people have said about the controls, and i sort of get it, but on the other hand i found it added to it. As a lot of people said its initally confusing, but pretty easy to understand when you walk around for a while. However, when the monster spies you and chargers it makes you panic and the slightly unconventonal control system feels like fumblig with the gun. There were a coupel of times i tunrned the torch of or spun round when i didnt mean to but it felt like my character (and me) were reacting realisticly to what would happen in the situation.
It was very creepy and really well implemented. I did find it very hard and it was punishing to be sent back when i died because it was a little hard to know if i had discovered everything or whether i should venture out again (which took quite a while to get back to where i was)
Overall i thought this was a fantastic entry and i really enjoyed the experience. Thanks for the submission!
Thank you for your feedback!
I love the atmosphere you created. Took a second to work out the movement controls, but they werent complicated to understand.
Thank you for feedback and playing!
Another very solid title. I really enjoyed the way the lighting system worked--you can see the big obstacles, but not the smaller ones in the dark.
The soundscape was solid, with good audio cues as the hunter approaches the monster.
The graphics are serviceable, although I would have gone with a darker palette, since obviously this is meant to be a nocturnal scene.
The control scheme is a little unconventional, but I got used to it quickly. I mainly used the forward button, occasionally strafing (A/D) to illuminate an area where I thought the monster might be.
In the end, I was able to get on the monster's trail many times, but never really able to corner it.
Thank you for playing and detailed feedback!
Really cool! My only issue with it is the movement but I still enjoyed it and I genuinely was scared and anxious when I kept seeing the monster :D
Thank you for playing and feedback.
Controls is common feedback we got, I will fix it with patch after jam!
Thanks again!
Now this was cool! My favourite so far from this jam. Genuinely anxiety inducing gameplay coupled with a polished aesthetic and top notch audio design. Great work.
Thank you for playing!
Dude, the way the monster runs around and stays on the edge of the screen is incredible. You actually managed to make a monster AI scary (not common in game jams lol). My biggest issue is that the WASD movement is relative to where the player is looking, when it should typically be global cause moving around became hard. I see serious potential with this game so make sure to keep it up!
Thank you for your feedback!
Movement is something that probably we could change to be working as you said, from feedback we got that would be more natural for players
Thanks again for kind words!
I have this thing where in horror games once I see the monster/enemy/whatever is scaring me I often loose all the terror I had, so I kinda tend to also just run straight to the danger and get it over with lol. But I really like how in here even if I saw it, oft by the corner of the flashlight speeding past, but few times properly too, I still was anxious and constantly looking around. Fired few panic shots even. So that is all to say, the limited vision and sound was used here excellently. Mad probs. I think on the opposite side, I'm on the fence about the movement, the tank-style controls were hit and miss for me, I got used to them quick, they were smooth and nice, but when the whole point kinda relies on looking around with the flashlight the controls quickly became something that threw me off a lot, but at the same time I do think it's logical choice too. So I'm on the fence about the controls here.
Anyways, my rambling aside, good work on this! Oh! And really loved the way you did the top-down perspective / vanishing trees. Well made.
Thank you for your feedback!
I appreciate you notice vanishing trees mechanic, that was tricky to do :D
very cool game :) love the atmosphere
Thank you for playing!
This is literally amazing I love the pixel art and tense but not disgusting atmosphere with a very well made movement system and combat system that demotivates combat 9/10 wish I could play more
Thank you for playing!
Do you have tips for enemy AI? yours seemed to be good at a stalking predator vibe.
I think the most important is state machine architecture of your AI code. That is something that allow you easly scale up your AI behaviour. Here monster has several states and i switch between them according to situation.
You can learn more about more complex AI by looking for something that is call "Steering Behaviors" for AI, you can find a lot materials about it in the web. That techniques allow you build really complex AI.
the controls of the game felt purposeful and contributed to the player's unease along with the ammo mechanic! music def set the mood as well. well done!
Thank you for playing and kind words!
Good Game ♥
Thank you for playing!
too difficult for me XD
Thank you for playing!
Our main purpose was to make the best possible atmosphere, maybe we could put more time on gameplay improvement but time was short
I think this game is pretty good, i like the art style, the music is very creepy, like the ambience is good. I think you all did a pretty good job on that. I'm not entirely sure what the sanity does, or the brain icon rather.
I think im just bad at the game, but it felt like the monsters were too good, i was like frequently looking around me, but i never saw anything, and then half a second later, i died. i think it's a skill issue on my part but it did seem a bit unfair.
Overall i like this, i think you all did a good job
Thank you for playing!
Sanity is connected to heart mechanic, when you loose sanity you start to stress and heart speed up. We planned more feature around it but scope was too big for the jam time frame.