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A jam submission

Echoes of SilenceView game page

Submission for Clinic Game Jam 2026
Submitted by Rabbit_Speaks (@Rabbit_Speaks), The Kurd, MidorCZ, gameswithfrank, Tiwobot, Quad Machine — 4 hours, 58 minutes before the deadline
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Echoes of Silence's itch.io page

Results

CriteriaRankScore*Raw Score
This game was intuitive and self-explanatory#463.4443.444
I appreciate the mood/atmosphere#463.2673.267
I would buy a longer/commercial version of this game#472.0672.067
I appreciate the sound design and/or music#532.9112.911
Overall#572.6702.670
I find this game's challenge/puzzles interesting or compelling#572.2442.244
I appreciate the art/visual style#672.8672.867
I appreciate the game-feel (responsiveness of interactions)#831.8891.889

Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26

The Team
Tugan - Team Leader, Organizer, Programming, Props
MidorCZ - Lead Programmer, Core Logic, Enemy Logic, Cutscenes
Quad Machine - Concept, Project Coordinator
Rabbit Speaks - Creative Director, Technical Artist, Character Models, Animation, Boss Design and Logic
The Kurd - Environmental Modelling, Graphic Design, Web Design
GamesWithFrank - Props, Prototyping
Pedro Nucci - Composer

Other Credits
Door + Troll growls - Gamemaster Audio; Pro Sound Collection v1.3
Skeleton footsteps - Evil Mind Entertainment© - Alberto García; Wester Audio Bundle
Player sound and Wisp Mother - Ovani Sound
Ambience music in cutscene - Phat Phrog Studios

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Comments

Submitted(+1)

Nice game with cool mechanics. The intro cutscene is well done! I like the 3d art with its animations, the flat colors, vibe and music. The gameplay is very intuitive.

The melee and range attack are too slow, which makes the combat feel sluggish. The windup is way too long. Instead the windup, you could try making the attacks go instant or really quick windup, but instead add some overshoot time, to limit the attack speed. The fire and dash feel much better, because they are instant and have punchy sounds.

The windup for enemy attacks is good for anticipation, but their attack animation should me faster. At least the boss' melee attack.

Also the player's melee and range attacks miss hit sounds, which would make it way more jucier.

Submitted(+2)

This gave me real diablo but hack and slash vibes.

Developer

Then it looks like we did somethin right! I hope you enjoyed playing!

Submitted(+2)

I love the intro scene (Rip Skelly the Skeleton ). This is a fun and unique game that had an intuitive control scheme and ability UI. My only recommendations is to have the animation be quicker, and the slashing only be on the X & Y plane (not the z plane). This makes the slashing more visible and easier to see if it connects with the enemy.

Submitted(+2)

This was great! I love hack and slash games like this. I do feel the game overall was a bit too slow. Enemies walked slow and attacked slow, your own attacks were very slow as well. The sword swing and the shuriken attack definitely need to be faster, at their current speed it feels pretty unresponsive. Most games with combat like this will have a windup as short as 1 or 2 frames before your attack actually lands. I also felt it was difficult to predict where the hitbox would land, which led to me just sorta blindly swinging in the general direction of the enemy no matter how far I was from them. The final boss was fantastic though, I felt it was just the right amount of challenging for that point in the game. Great job!

Submitted(+2)

Hey, I had fun playing this! Liked the overall mood and options for weapons and skills. Adding more juice to the combat would greatly improve its feel. The atmosphere was really well built and appreciate the cutscene at the beginning, well done!

Submitted(+1)

I think the biggest place to improve here is player feedback.  I needed a sound or an effect telling me my attacks were connecting. 

My favorite thing about this was the boss fight!  It felt fairly telegraphed and ramped up as the fight went on.  It also required all the abilities that were introduced, which was nice.

Submitted

I think the biggest place to improve here is player feedback.  I needed a sound or an effect telling me my attacks were connecting. 

My favorite thing about this was the boss fight!  It felt fairly telegraphed and ramped up as the fight went on.  It also required all the abilities that were introduced, which was nice.

Submitted(+2)

An impressive amount of stuff for a game jam entry (3d, intro sequence, boss battle), however the overall game feel was setting this one back a bit. It could be improved by having some better feedback when hitting enemies, and most likely faster animations for everything. After I figured out that all I had to do was find the exit of each level, it was easy to just dash through to the end. I was impressed by the boss fight, and the "shaking cliffs" read very clearly that they were about to fall.

Here's a playtest!

Developer

Thanks for the feedback! We’ll definitely be taking all of this into consideration in the future

Developer

Thank you for your feedback and I'm glad you enjoyed the game. We will definitely put more thought into these with future projects.

Submitted(+1)

I didn't make it to the boss, but I had fun playing! I saw where the 2nd portal was, but it was too far away and I kept falling off the edge. 😅

Developer(+1)

Glad you had some fun! If you care to keep going, try throwing your shuriken at it

Submitted

Ohhhh, i see! I guess I didn't think of that! 😂

Submitted(+1)

I understood what to do quiet well, but for me there was still missing some explanation.Like do all my abilities deal damage? Like the Dash? Or is it pure movement? How much damage do I deal? Overall the feedack was missing a bit for me. When I'm hitting an enemy and when not. Also I fell off the map some times trying to dash over to the other side. But thats due to keyboard input. You can only dash 0, 45, 90 ... and so on ... degree. I think you need to consider this while building the map.


I think if you keep polishing the game, making player feedback better and give the players a clear reason to keep playing, like upgrades and progression. This game has potential for a longer version. 

Developer

Thanks for the feedback! This is what it looks like when you bite off more than you can chew haha

Submitted(+2)

I appreciate the effort that went into this, but bounced off the game pretty quickly because the gameplay felt very repetitive and not satisfying at all (unclear when attacks were hitting enemies, falling down ledges a lot, very slow shooting)

Developer

Thanks for trying it out! This has been a great learning experience

Submitted

It was very easy to cheese the dash ability and just walk around the map and find the portals to progress.

I only discovered that the green orbs where healing in the boss fight.

I liked the boss fight, incredible you guys did this in 2 weeks. It made me remember boss fights  like the ones in WoW.

Another thing I noticed, I didn't understand which key I had to press for the fire ability. All the other ability cards hint to a control using a lighter shade, an highlight, and in the fire ability the highlighted buttons are the wasd ones. As others have mentioned, it's not possible to understand if I'm hitting my enemies with the sword

Developer(+2)

Glad you enjoyed the boss fight! And ya, we missed the mark on hit feedback, we definitely should have added a red flash on the enemies when they took damage. Thank you for playing!

Submitted

This feels like a big game for a jam, well done! I couldn't tell if my swings were hitting anything, but the controls were mostly intuitive. I wasn't sure exactly what to do at first but after exploring a bit I think I understood the goal?

Developer(+1)

Hey I appreciate the feedback! The game genre might have been just a bit too complex for the jam restrictions, but hopefully it was just understandable enough.

For anyone confused, the goal is to find the robed enemy to unlock a new ability and find the transport pylon. Thank you for playing :)

Submitted(+1)

I'm impressed with the scope you were able to accomplish in 2 weeks! The character controls felt responsive, but it would benefit from having more feedback when hitting an enemy. With the first skeleton enemies, I couldn't tell if I needed to hit them more than once or I just kept missing

Developer

Thank you for the feedback!

Submitted(+3)

This game has a lot of charm and I really appreciated the intro animation sequence! One piece of feedback is that I had a little trouble understanding when I was in range of the enemies to hit them or maybe more feedback for hits/contact. Thanks for submitting!

Developer

Thanks for your feedback! Glad you enjoyed it :)

Developer(+3)

Had a great time working on this project with these folks and I hope you guys enjoy playing this game!