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Aural Echoes's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #497 | 3.765 | 3.765 |
| Creativity | #2335 | 3.647 | 3.647 |
| Enjoyment | #3286 | 3.059 | 3.059 |
| Narrative | #3506 | 2.412 | 2.412 |
| Artwork | #4212 | 2.941 | 2.941 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You repeatedly traverse the same level, but each time you are confronted by the echoes of your past selves from the previous loops. The echoes act as enemies, such that it becomes more and more like a bullet-hell-style game.
(Optional) Please credit all assets you've used
Other than developers, we used Kenney Game Assets and font by Vic Fieger
(Optional) What would you like to be called if GMTK features your game?
SirLegna and Saint Coelacanth
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Comments
loved the concept, it can be surely be expanded. Too bad the bug to get stuck it's pretty easy to trigger, still it was fun to plan ahead to move in a way that would allow me to kill and but also easier to be defeated next time
I would love to hear your thoughts on expanding it, as we are curious where to take it. Yeah, that bug sucked. Luckily, a patch is ready and waiting for the review period to be done. I feel like you might be the first commenter who seems to have played it as expected, so it's pretty cool to hear your perspective, as that experience was what we were aiming for.
After the first run I realized I can wait at some location or aim to the outer side of the stage to make the middle more manageable. Waiting was usually better since a still target its easier to target. A few ideas that came while playing the game was to have some skills that would move you around or push you, so movement was not as easy to predict at a next loop, also having some area of effect skills that travel through the stage or bounce around (granted I only played with the axe and didn't use any magic so I don't know what you have in store there).
It also seem to me that your clones don't ever despawn, so they get cluster at the bottom, making them easier to kill if you ignore a few and go kill them later. Having the stage have a time limit could solve this, or allowing the clones to leave the stage. Also you could have it so in order to advance to the next loop you have to break open the exit, but on your side of the stage you have to protect your entrance, that way you can't ignore all enemies.
As I said there are lots of way to expand the idea depending on the direction you would want to go. I hope some of this feedback and brainstorming is useful :)
Mowing down my past selves and build my econ was a blast! Sadly ran into the 0.00001 bug though 😪 Thanks for sharing on stream!
Yeah, that bug was a nightmare. Luckily, we have a fix for it, so after the rating period, there will be a patch. Thank you for playing it.
Really great concept. Would have loved some more juice when killing enemies. I also fell victim to the movement-locking bug. But I really enjoyed it. My full gameplay here. Thanks for submitting to the stream!
Yeah, I need to work on incorporating juice in game jam games. Sorry about the bug as well, at the end of the rating period, that bug shall be fixed. I am glad you enjoy it, and thank you for playing.
I love the 'Gauntlet' vibe... the arrow controls were struggling on Chrome on a Mac, but I had fun. Great work.
I am glad you could see the inspiration in the project. Sorry that the controls were as expected; however, I am glad you had fun. Thank you again.
Art and sound absolutely beautiful! Great game!1
Will pass that on to the musician. Glad you like it, he has a Spotify too if you ever would like more of that music.
Pretty unique movement, had fun !
Thank you. Even though he movement is a little janky due to the time restriction, I am pretty proud of it. I am delighted you had fun with the game.