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(+1)

Thanks for playing!

The jump arc / movement in general is something that I need to address. One big issue with it is how if  you hit the side of a wall it will cut the jump short, which I noticed causes players to miss a jump that they otherwise should have had the height to make, which is very unsatisfying.

As for the windows of visibility, I will be tweaking some of the variables involved such as the duration and speed of the sound wave. Honestly I had intended to have the waves last a bit longer and fade out slowly, but that seems to require a shader which I am not yet familiar with. Spent a couple of hours trying to create a shader but I think I need to learn them from the ground up to understand why mine didn't work and how to make it work.

As it so happens, I also have the task of learning about shaders hanging over my head like a dark cloud, so my deepest of sympathies. 

I've never worked in Unity, but in my native homeland of Game Maker: Studio i'd probably approach your particular visualization of the echos with an application surface, where we essentially draw a big black shape over the room on its own special layer, and then poke holes in it as necessary.  I know it's how a lot of GM:S games do things like fog of war and light halos, and it seems like they would suit this nicely.