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Echos of the Dead's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun (Overall enjoyment) | #2 | 3.938 | 3.938 |
| Overall | #9 | 3.281 | 3.281 |
| Uniqueness (Origniality of the game) | #10 | 3.500 | 3.500 |
| Theme (How well the game fits the jam's theme) | #14 | 3.000 | 3.000 |
| Balance (Pacing of the game) | #14 | 2.688 | 2.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really fun game!
Really good and well polished game with a great UI and music imo
However I am apparently horrible at it because it feels like I wasn't able to make nearly enough progress before my starting pausebank ran out, and operating at 1x speed feels pretty painful. Normally I would just afk and wait a while to build it up, however even if I afk'd for 30 minutes it would only give me 5 minutes of 6x speed which is a bit discouraging, doesn't feel like nearly enough to make decent progress. I guess the early game is just a bit harsh and I'm too dumb to claw my way out of it properly?
Still, really good game and super polished all around.
It was fun...but.
The biggest thing is probably what some of the others said. It didn't feel well-balanced early on. I played quite a while but I quit at "Lived for 00:53." It took way too long to get anywhere. Death happened too frequently. It might have made it better if in each life I was able to get a little more story. Perhaps if collecting a certain number of memory fragments also unlocked information about the character - even 1 new sentence of story might have kept me more interested. I just kept getting the same little bits of info from exploring each time and it was difficult to progress much beyond that.
I wish that after I had built the shed and bed, they stayed there when I died and came back, the way my wood/food stores did. It was frustratng to have to rebuild them each time. A few small notes:
1. the Abyss got a little glitchy when I unlocked more of it. Maybe the frame rate or something? The mouse control was no longer smooth on it.
2. I suggest coloring the HUNGRY and COLD the same and coloring the WELL FED and WARM the same instead of having red mean bad on one and red meaning good on one. It would be more consistent and easier for the player to quick-glance to see which they need to address.
The idea of the game was both interesting and fun, and I liked the narrative element. I think with a few tweaks to the balancing it could be great.
Neat! This is a nice looping incremental. Unfortunately, I screwed myself by afk-ing at one point and coming back to 200+ wood capacity. Not being allowed to explore until I'd filled it over and over was very frustrating, I don't know why you wouldn't just keep the stockpile requirement at 5? Only other pain points were the slow progress [6x speed felt great but you took it away from me :( ] and the priority system for automation didn't feel granular enough for me. The final fight was a bit of a surprise, but not terribly interesting (just "match the weapon with what it tells you it counters"). That aside, I had fun and I'd be interested to see where you take it with further development!
Amazing game, best I've played in the jam so far.
Felt like the pacing was really fast after you set up basics in your base, but the early game was paced alright.
Kind of wish it was more clear that food and heat make your health go down slower, but anyone will figure that out after a few lives.
I would be happy if this game wins, nice 'echo' system btw, our game likes it too ;)
Thank you for checking out my game. Please leave a comment with any feedback you have, and enjoy!