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Finally finished playing this game today and there's an update?! Definitely gonna have to check out all of the new art now. <3
I followed the suggestion of another comment here for what order to do the routes in, and I mostly agree, with one tiny swap. If you are new to this game, the order I recommend you play is:

  1. Carl
  2. Leo
  3. Jenna
  4. TJ
  5. Flynn

This order IMO creates the most cohesive story experience. I guess if you really want to, you can switch the order of the first three around, but I am adamant on playing TJ penultimately and Flynn last. TBH I am of the opinion that Flynn's route should only be unlocked after playing all of the other ones but ¯\_ (ツ)_/¯

Overall, a really incredible experience and I'm in awe that it's completely free. Much love to everyone who poured their heart & soul into this project, it was a great way to spend the past few weeks. :) never thought I'd have such strong emotions towards a guy whose name is Carl

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Flynn being the last totally makes sense.
I usually like to give another way to play (you do you, ofc x3):
1. TJ as it introduces the group, its traumas, and the tensions inside of it. It's also imo a good choice for the 1st route because it's not that creepy, there is no surreal.
2. Carl. Now that the group is introduced, I think it's time to play the route that has literally no connections to the other routes xD. His route focuses on him and his ancestor while being totally separated from the main storyline.
Carl's route is creepy, a little sad, but especially "WTFFFFF".
3. Leo. Leo's route is something different. It introduces new elements to the story (the Hysteria, the Hum, etc...) but they're not explained and therefore you're left to ponder things. Besides, Leo's route is also scary as shit.
4. Jenna. Now Jenna's route is not THAT scary (except for the dam scene that I LOVED). Jenna's route tells you a little bit more about the "elements" introduced in Leo's route (The Hysteria, the Hum, and... the Socketman ;P), allowing you to draw conclusions, but you're not quite sure.
5. Flynn. I think Flynn's route's motto could be "Mixing everything". Because it does. It mixes the group tension AND the terrifying elements, but most importantly, it reveals everything to you. It all comes to you in one, last, showing scene, in which you're left to cry, unable to do anything. Flynn's route combines extreme sadness, fright, and wtf-ness. 
I don't know if I make much sense in this message tbh, explaining all this makes my English go crazy xD

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Your English is great! Much more impressive than monolingual ol' me.

tbh TJ's route was actually the one that creeped me out the most. To me, less paranormal doesn't equal less scary. Carl's route creeped me out the least, although one ending is definitely more creepy than the other lol.

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Thanks! Means a lot :D
(My Frenchy ass is satisfied lmao)
Well, TJ's route indeed remains a little scary, and you're right, less paranormal doesn't equal less scary (in fact, in most cases it means SCARY AS SHIT XD). But I guess I was so hyped and terrified before playing Echo, and I was expecting mind-blowing shit, and it's not what TJ's route gave me. If I hadn't played this route first, maybe it would have creeped me out more ahah