Lend yourself a helping hand with ECHOES, records of your past deeds that ring out long after you have fallen. May they pave the way for generations to come, pushing them just that little bit closer to greatness... Bootstrap giants on the shoulders of You!
--ECHOES intro blurb
Alas, I bit off slightly more than I could chew with my entity stats system (took a bit over 3 of the 5 days to get nailed down), leaving most of the remaining time just to set up the AI behaviors. In the end, not enough content in to really consider it a proper submission. However, the entity stat system (and the weapon system) is super robust! I'm glad I spent the time on the jam, looking forward to using stuff created here in my other projects. Namely, SpellReavers could do with an upgrade...
Features completed:
- Full dynamic entity statistics and status effects system - Custom components can register stats and react to changes, custom status effects can modify them (like damage, or slow, or health buffs) or do whatever else your imagination wants.
- Death location and loadout (an Echo) is recorded to disk.
- On a new run, up to 3 death markers are spawned in world, touching them summons an ally to fight with you.
- Enemies configurable through resource, making new enemies takes only a couple minutes to enter numbers.
- Weapons configurable through resource.
- Weapon animation is dynamic through a set of curves that modify X and Y position, plus rotation.
- Weapon creator tool to make slicing up sprite sheets a breeze.
- Enemies can use any weapon they equip.
Features unfinished:
- Not enough time to configure more weapons.
- Not enough time to configure more enemies.
- Tutorial or UI hints.
- Sound effect events for hits, etc
- Actually equipping the saved loadout to the Echoes summoned.

