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Echo

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A member registered Jul 30, 2017 · View creator page →

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Thank you so much for trying! I'm sorry it was a bit too confusing to understand.

If you're willing to try again sometime, I hope these tips might help:

  • Bouncing off walls actually gives you speed instead of slowing you down! 
    • If you're really low on speed, try hitting walls as much as you can before you continue onward!
  • The goal of each level is the blue/white circle with arrows around it
    • Spin around it 3 times to beat the level.
      • Leaving the goal resets this!
  • Left and Right rotates you Counter-clockwise and Clockwise respectively.
  • The shadow underneath you is an arrow pointing in the direction you're currently facing. (You can turn this off with 'C').
  • The biggest thing I notice is a lot of early players will hold left or right and hope it'll get them to the goal, this (usually) doesn't work!
    • Letting go of all directions lets you coast.
      • If you have enough speed you might even make it to the next wall
    • Try lightly tapping in the direction you want to rotate to.
      • These levels often reward slight adjustments to your angles rather than full 360 rotations.
    • Slower speed = faster turns, try braking!

If you're still struggling, or would rather wait instead, I do have an Assist Options Menu nearly ready-to-go once jam submissions are unlocked. It comes with a bunch of options that could help you out and even change your movement entirely!

Thanks for trying it out, and thanks even more for withholding your rating! 🙇


Yeah I hope to make a more in-depth tutorial going over the movement and it's unique physics sometime after the jam uploads re-open.  

The idea for the arrow was that I wanted a way to declutter the UI by making a more diagetic UI element. I feel that the shadow being under the player lets you keep your eyes on the gameplay while also still knowing what exact direction you're moving in. However this comment helped me realize it's a bit subtle at times, so I added an option to resize it to a new Assist Menu I'm working on!

Thanks so much for playing and I'm really glad you still enjoyed it!

Haha yeah I'm sorry if it's a bit difficult to understand at first! 

If it helps I do have an Assist Menu I'm working on right now (take a look!) (just gotta connect changes here to the actual game manager).

Regardless, Thank you so much for playing!


Yeah it takes some practice but I feel like the game feel really clicks after a while, I think in the current state the spinner slowing down is encouraging more calculated risk-taking instead of launching and praying.

BUT I can't lie, I do have dev-knowldege on all the levels so I could very much be biased on that. Honestly, I should have some friends create levels for me so I can have the blind-player's experience and see if I feel the same way.

I do have some boost-related ideas for a future release but we're pretty far off from that for now.

Thank you so much for playing I'm glad you had fun!

Yessss that's exactly what I was going for, I'm glad you enjoyed it!

Thank you so much for the compliments! I really wanted this game to feel great once you learned how to play it, some of my favorite games to grind in UFO50 have that same exact feeling (Campanella is definitely one of those).

'parallel' and the edge-boost is actually found on an alternate path you're hinted at while looking at the final note. It's hidden in the level the game sends you back to after you close the credits 😉.

Thanks you so much for playing!

Yeah I really should've worked on a more intuitive tutorial, it's a common criticism I've been getting and I really want to take some time to really teach the player more if I ever get around to a full-release.

Also fun fact, you always have control! It's just a bit difficult to understand I suppose, haha.

Thanks for playing though and I hope you had a good time! 

Thank you so much for the compliments! I'm glad you enjoyed the movement and how the more you played the more it clicked. The final levels were easy partially for a reason, but also because I ran out of time to think of new level-designs. 


On a revisit to this game I'd love to put a little more effort into the whole concept!

What a cool & unique concept for a game, I love the idea of being the guiding light for ships to pass safely. The visuals are really nice (I like how you rendered the water and especially the water being lit by the lighthouse) and the music swelling when there's a disaster really sells the panic you're instilling onto the player.

I kinda wish the pathfinding was a bit more predictable at times, often I would light a handful of ships and they would absolutely crash into eachother regardless of how much time they had to react. I'm not sure if this exists already, but I feel like each ship should keep some kind of memory of each ship that was recently lit that way you can manage the more chaotic scenarios a bit longer.

I also had no clue what to do with the black-sail ships, haha.

Regardless this earned some high ratings IMO, great job!

It is a CRIME this game isn't already in the 100's on reviews. 

The simple yet really fun aspect of using a slot machine to not only determine your bullets power based on your inventory, but then also make the GUN its own spot in the slot machine that can also be rolled to another random gun you own is crazy interesting. All that alone makes this game so unique and awesome to experiment with.

But not only is the concept amazing but you also polished it SO well??? The sound effects are snappy, the music is such a good vibe for a game like this AND all the enemy attacks are predictable and have a visual indicator? This legitimately feels like 2 months and triple the upgrades from being a full Steam release that I'd recommend to any Enter the Gungeon fan.

The only most microscopic criticism I can give is that I'd love to see a tiny bit of screenshake when you shoot your gun, just to sell that feeling of impact a bit more.

Amazing work, 10/10 and (virtually) no notes! Make a full game out of this!

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Yeah I agree with most people here that it takes a bit of effort to figure out how to speed up properly and some of the narrow levels specifically make it hard to generate speed but once you DO figure it out it really starts to feel satisfying and I managed to get all golds (yay!).

My only recommendation is to swap the instrument for the count-down as it was very ear piercing even on low volume 😅.

Comedically short I actually had a big laugh because it caught me off-guard.

I think games like this really need clear button visuals, as a rhythm style game is already difficult for some people as-is. Maybe rebind them to arrow keys and make sure the sprites for them can be easily distinguishable in a short-time?

Keep working on this!

That was such a relaxing and fun game I would LOVE to see fleshed out into a full-game.

Felt very a very good foundation for a atmospheric game like Abzu or Lifeslide.

Maybe make the extra wind-sources more consistent in direction and speed as sometimes they wouldn't push me far enough unless I angled it properly and was slow enough to benefit from the gust.

The entire game ironically was super fun and very intuitive feeling regardless of the "Getting Over It" referencing! The only genuinely challenging part which still felt very learnable was the final wall-climb.

Not kidding when I say: I kinda wanna play a whole game around this because the movement and acceleration/deceleration of the rotation felt very satisfying to both perform and watch!

A nice template for a potential rage game. I think the friction could be increased a bit, it was hard to make any turns but I suppose that's the point. Nice work!

Safe to say this is the single most disorganized, messy corporation I have ever had the displeasure of working for.

I'm putting in my two-weeks.

I love the art style and the sound design/music a lot! 

I feel like the writing spends a lot of time on Ryan repeatedly asking the same questions instead of trying to adapt his next attempt to be more efficient or trying to ask questions to cope better with the (probable) death of Mike.


The writing also does a big pet-peeve of mine where they take the noun of the last sentence and turn it into a question for the next dialogue, in a game jam where people play for 5 minutes, you can't waste those seconds on dialogue like that. (That and dialing takes a little too long)

But I like where this is going and would love to see a post-jam version when you release it!

What a neat puzzle game! Trying to circumvent Spinny's death by positioning objects was really interesting and had me scratching my head at times. The artstyle is also really good and I love the flourish you added to the UI to really add some polish to this whole game.

I think if i were to recommend anything, it'd be to disable the collision detection of the objects you control while rewinding, once Spinny makes it back to his origin point, the objects would collide with him and fly everywhere 😂.

Really nice work!

Legitimately caught me off-guard with how fun this is to play! Using your gun to not only float but gain height everytime you shoot, then slamming down on your horse when a bullet gets too close. I enjoyed this a lot! The animations you put in also really really sell the movements well.

My only recommendations are to maybe add some slight screenshake when shooting/hurt/slamming, and add a dedicated reload button so I could have a full revolver between waves of enemies.

Amazing work!

From all the gravity spinning mechanic games I've played, yours did a unique thing by attaching it to a timer instead! Very neat concept that can lead to some cool puzzles! Literal 'Spin Cycles'.

I love the pixel art in the game, very cute! Died really fast to that boss haha. I think some different sound effects for different bullet types and some minor screen-shake would add a lot to this game!

This is a decent pipe-puzzle style game but I feel like we barely scratched the surface on what you planned on doing with this one. I really wanna see where you take it and if you can make it a little more unique and fit the theme more!

The vibes are immaculate but I'm definitely not a jumpscare kinda guy so once I sussed out the kinda game this was gonna be I definitely closed it. 


🙇‍♂️Sorry I couldn't review this in earnest, but what I did see I liked!

Alrighty, did all of these that I could and I'm ready for another round! Keep em coming!

All good, glad a second attempt was a bit more enjoyable for ya, I definitely should've introduced a more in-depth tutorial on what the goals for movement are. 

"Auto" has a trick to it (in the title) but the assisted controls would also make it a lot easier 😅.

Thanks for giving it a shot!

If you're still struggling and are willing to wait, I have an assisted movement option ready to go when the game-jam uploads are unlocked 👍

Yeah the lack of a tutorial was definitely a scope-issue, I spent way too much time ironing out the movement before realizing I only had a few days left to implement the rest of the game. I would love to craft up a more fleshed-out tutorial once uploads are unlocked.

Thanks for compliments and thank you so much for playing!

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Omg a 5/5 is such a high compliment, thank you! 

Yeah I forgot to teach that bouncing off walls was important to both building and maintaining speed haha and I'll be honest I often forget about braking myself during testing. The idea behind braking was that rotation speed is faster when you're slower, so if you could manually control your speed it could angle yourself faster.

(the secret route is hinted in the final note you get)

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I'm glad you liked the presentation of the game, I really wanted to make sure it felt good!

Sorry you didn't enjoy the concept of hitting walls to build momentum, I did my best to make it feel good once you get used to the movement. My goal was to make a game where you don't need dedicated speed boosters to move faster, just your own choices and the walls around you. Speed boosters and even enemies that you could defeat for a speed-boost were a concept I had, but in the end I didn't have enough R&D time to incorporate those in an non-rushed way.

If it helps, a good way to gain speed & speed boosts is to try to keep your angle in such a way that is near-parallel to the wall you're bouncing off-of, then letting the speed boost go without input until you need to turn or need more speed. Once you get a good feel for that you can feel a lot more in-control.

I still have an assisted movement mode that makes it a lot easier to control that I'll drop as an option once the game jam uploads are unlocked. But thanks for playing and for the criticisms, I'll keep some of those ideas in mind :)

Thank you so much for playing and I'm glad you enjoyed it! The secret exits in 'grasp' and 'lucky' are there as a way to speed through the game once you're more confident with the controls. "Auto" is hard for a reason 😉 (all in the title)

I have an assist menu in the works that lets you control a bit more of how you play, including an easier movement mode, shadow choice and shadow settings. Sorry about the softlock btw but WOW, you reminded me I left a debug restart button in the game 🤣. I completely forgot about it and even wrote a more fleshed out version to a dedicated keyboard/controller bind after the uploads closed.

Thank you so so much for the compliment!

You're close! The secret you're looking for is actually in the level they send you to after the main ending :)

> What about auto?

Well that's not holding a direction now is it? 👀

No spin to be found but this game itself is a WIN oh my god its so damn cute I love it so much. 💛

Got softlocked offscreen during one of the battles, Good art though!

Loved the visuals so so much, the screw you place having a hitbox really made it difficult to both pay attention to picking a favorable spot and to place it without messing up my own spinner. 


But managed to beat it regardless and had a lot of fun with it!

Love the UI design and the silly character, I think the platforming challenge is leagues more difficult than the cannon challenge. Also I spun 3 lose time's in a row which was really funny.

Woah this game has some really odd-feeling mechanics, the gravity shift spins the camera way too fast in my opinion and has me feeling almost motion sick at times.

An interesting idea for a game though, keep it up!

I could definitely do with a 'baby mode for babies' I had no clue what I was looking at and there was a lot of information processing. BUT I love the visual designs, the UI is beautiful and the cards look so cool, the sound design and music was nice too.

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Had a really fun time weaving through my opponents, didn't occur to me I should've been attacking them to reduce their speed while maintaining my own speed, oops. 😅

We love a little spinning gravity puzzle game! And the particles work really well here.

Though something tells me there's some velocity shenanigans happening in the background here, like the character is generating a lot of velocity while grounded. Because sometimes the gravity feels like its way stronger than I can predict.

That was a fun little puzzle game, I love the aesthetic so much, and rotating the camera to access gears from afar is a really cool mechanic! This game has a lot of potential and I'm really interested in seeing a full version someday.

Only critique is maybe just lock the camera during rotation and make the center of the gear the rotations origin point, only figured out what the actual origin point was while looking through these comments haha.