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A jam submission

EchoesWarView game page

Ravage the aftermath of a nuclear war
Submitted by KirillGorbanev — 14 hours, 26 minutes before the deadline
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EchoesWar's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay/Design#322.3573.333
Enjoyment#372.1213.000
Overall#461.7382.458
Originality#481.6502.333
Theme#510.8251.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your entry fit the theme?
A game about correcting the mistakes of nuclear war, as an echo of a nuclear disaster, mutants appeared in the world and you fight them.

What would you like feedback on?
How's your mini game record?
What do you think of the puzzles, how long and easy is it?

What assets did you use (if any)?
unity engine

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Comments

Submitted

When you extract the game, the files scatter everywhere, it would be better for the files to be inside of a folder.

The main menu effect where you shoot the options is very creative, the info blends with the options, making the text hard to see.

In the mini game: The enemies can hit each other, making them miss bullets, it's a nice touch that you restore life by killing, but running out of ammo is not fun, maybe make it so it also randomly spawns on the map, also the map is like an empty void, i didn't know i was actually moving until i reach a white wall, this is my score:

I hope you can understand what the numbers are because i sure can't. also some enemies are in front of the options.

The game lacks music or sound, i beat the boss but i couldn't get through the final door, not even sure if there was something there.

Developer

At the end there is a button, you had to go back and put the box there ... to pass and see the final scene 

(+1)

This is an interesting idea with a lot of technical and usability issues. There's a lot of conveyance issues throughout the game, from the "option" on the main menu that only seems to make text disappear, to the one button towards the end of the game where you can't see what it affects, to the buttons themselves being difficult to visually understand (it took me a while to understand it was a button that I needed to stand on or leave something on to activate). It could have also used some instructions with respect to controls, as it took me a bit to figure out how to interact with levers. The game suffers a bit from colorblind accessibility, as the glass gave me some problems. A lot of the objects in the game are visually confusing in general, such as the boxes and buttons looking similar to each other, as well as the broken glass and doors looking similar. I also wasn't a fan of the use of enemies in general. Being ambushed repeatedly wasn't fun, and the "boss" enemy was largely annoying to deal with. Lastly, I noticed some weird scripting issues, such as buttons being briefly deactivated even with a box still on it, causing doors to close and immediately re-open.

I think there's a good game in all of this, but it needed a little more polishing to reach its full potential.

The game won't open, any idea as to why?

Developer

Did you retrieve it?
What exactly is wrong, what does it say? 

sorry idk what you mean by "retrieve it",  and I just clikc on it a d it just doesn't open. 

Submitted(+2)

Sorry if this sounds harsh, but : the buttons and the boxes having the exact same shape is confusing, the red laser destroying the boxes but not damaging the player is not intuitive, having limited ammos only allow the player to get softlock (good things there are checkpoints) and the whole game itself is pretty slow and not very fun.

The mechanics all works well and the art is good dont get me wrong. You did a good job in only three days, but I can't even compliment the idea behind this game because I have no idea what you were going for. How does this fit the theme "echoes" ? Answering "Completely" doesn't really help you.

Submitted

Very fun game! 

The puzzles were engaging and the mechanics were really well implemented. Even the main menu was creative and fun to use. I really enjoy the overall visuals despite their simplicity, the lighting and colors really help sell it and I think it was done well.

As for criticisms I definitely think there should be more of a visual indicator of if a target has been hit already or not, I found myself stuck in the last room for quite a while until I realized that I had missed the far back target after thinking I had hit it. I also feel that there could be a bit more clarity in the opening segment as there's no real guidance telling you what is what and what does what. Some dialogue at the beginning to explain the basic mechanics to the player will really help to avoid any confusion and still leave room for them to solve the puzzles themselves afterwards.

The minigame is fun but could use some tweaking, enemy spawns don't really seem to change and the first time I played it despite never missing a single enemy I still ran out of ammo because none of them dropped any. Upon my second playthrough I got better drops but still only managed about 25 points before running out of ammo.

Despite my many critiques I still had a ton of fun with this one and liked it a lot. This game was super well polished though and has room to become something much greater if you continue development. Great work all around!

Submitted

I was surprised at how well put together the one puzzle was that utilized all three of the mechanics taught thus far (placing boxes on buttons, pulling levers, and placing boxes to block doors). That puzzle genuinely felt like something out of a fully developed and well thought out game.

Submitted

Your game was enjoyable and quite well put together, I was surprised at how long I played it for. I love that it was a mix of both puzzle and a shooter. :D

a few notes i made were: I found the enemies a bit difficult to shoot without getting shot in the process as they would all bunch up together and spam shoot me. perhaps giving their speed and movements a bit more variety could have helped witht at. 

the other note i had was the big enemy boss, I wasnt sure how to get past that area without dying. I couldnt kill the boss, and if i tried to rush passed and solve the puzzle he would ultimately kill me.

Otherwise I loves the puzzle sections, they really made me think at one or two parts which I quite enjoyed. In terms of theme, I would have lent more into the echoes of nuclear past with perhaps some symbology (the radiation symbols for instance) or clues to the nuclear past present. Overall I am very happy with how much you did for the short time span :)

Developer

Thanks for the flattering comment.

And the boss should have just been driven into the room above and closed, since he doesn't have like that intellect).

Developer

And you played a mini game, what's the record?)