Unholy Echo by Dizzy

Unholy Echo is a short game about being stuck in a cursed loop, facing adversities by searching for answers and, ultimately, acceptance of fate.
Controls:
- Move: Arrows / WASD
- Attack (press or hold): Space / J
- Skip Dialogue: Z / K
- Speedup Text: X / L
- Interact: E
Technologies used:
- Development and Game Engine: GODOT.
- Design and Documentation: Notion.
- Arts: Aseprite and Adobe Photoshop.
- Soundtrack and Effects: Cakewalk by Bandlab and Adobe Audition.
Better on Windows and Linux clients.
Changelog: - 0.3.1 - Fixed some typos - 0.3 - Change tutorial and hint messages
Ratings
| Overall | 876th | 3.446⭐ | 76🧑⚖️ |
| Fun | 1161th | 3.034⭐ | 76🧑⚖️ |
| Innovation | 845th | 3.295⭐ | 75🧑⚖️ |
| Theme | 612th | 3.792⭐ | 74🧑⚖️ |
| Graphics | 537th | 3.858⭐ | 76🧑⚖️ |
| Audio | 415th | 3.62⭐ | 73🧑⚖️ |
| Mood | 408th | 3.76⭐ | 75🧑⚖️ |
| Given | 109🗳️ | 131🗨️ |
Only point is that also I got stuck at the crystals and I would love it if you could sprint.
PS: I must confess I tried attacking the mirror at the end to try avoiding my fate :sweat_smile:
@wendel-scardua maybe we should have done an alternate ending by attacking the mirror, it would be really cool! And we loved that you liked our indirect hints :D
@joedev Thanks for the feedback, we are really happy that you liked our hint system and the boss battle ;D
Thanks all for the feedbacks :)
@maxflav thanks!
@eugenik We are really happy to read your comment! We really put as much efforts that we could in this game. Thank you so much!
I would suggest making the dialogues at the start of the rooms a one-time event. It really started to annoy me having to wait for it every time I died.
I loved the mood and overall aesthetic, although it was a bit clueless at the start, but the reflexions of the PC saved the day.
Nice job!!
It's an interesting concept and I really liked the idea of the whole game taking place, essentially, in a single room like that. It would have been great if you could add more traps/puzzles in there.
Tried to hide in the corner. died.
Tried to sword them, died.
Tried to sword the fence/bad guy. died.
The dialog skip being K and L is weird for me, I feel like any button should work.
Good presentation. I like the music shifts, and the animations.
Amazing work though! The sprites were really good, especially the portraits of the characters! I enjoyed the music as well. Good job with the game!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767505473?t=7h10m47s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Very interesting puzzle/ action game! Love how you used the obvious tried, tested and proven loop mechanic of Respawning instead of trying to reinvent the ~~wheel~~loop!
Enjoyed playing this game.
Here's my feedback. :v:
### GAME DESIGN
The game design was very impressive, right from the start I knew What to do, very cleaver story telling! I like how the dialogue system has a fast forward button, but I wish that after the first time, the dialogue came in every loop, and kinda made it annoying, we could skip and fast forward, but i would like to avoid cut-scenes, so an option for player to decide if they want extended cut-scenes or not, the speed runners will love this, and your game is perfect for speed-running! Perfect implementation of cycles, Every thing had a pattern and neatly executed! The final one was a bit tough for many, but I guess the beauty of the controls will help here, we can "charge" / "focus" while moving and the beautiful sound cue will tell the player we are ready, (I think you could try with an outer glow instead of inner orb like glow, like Goku charge up). Added to this is that we can move while attacking, I guess we could destroy all of the crystals in a go, but It took me to charges!
I love how this takes us right into the action, and mages to tell a story of what might have happened that led to this moment, and the book helps us by very cleverly revealing the upcoming events.
### FUN
This game was extremely fun! It felt like a folktale, and I love it! The movements were perfect and didn't spoil the fun of the game at all!
### INNOVATION
The level design, movements, the book and the whole premise was very well planned and executed! The attack was well used and I love the progression of difficulty! The loops were acting as re-spawns and since we knew all the clues from the get-go the loops just felt stretched out.
### THEME
I was able to complete all 3 tasks so I got to see the ending and then the theme made sense. So perhaps on my previous comment on the usage of loops, I would love to see the internal loops used in story telling too! ( Honestly guys, would love to see such a game from you guys)
So many people will not know how the theme is really incorporated, as the crystal level was a bit hard for people to figure out, so maybe in controls specify that you can move + charge and move + attack.
### GRAPHICS
The artwork was amazing, love the little visual cues, the whole artwork was well organized and neatly presented!
### MOOD
Like I said, this game gave me folktale vibes, and honestly good job on that!
### AUDIO
I love how the game has a certain degree of adaptive music! It was more of horizontal changes, would have love to see some vertical changes in the music!

Congratulations to the entire team and all the best for your future projects!