FoonLudum Dare ExplorerLD59 → Echo

Echo

By flameseer and Raine17

View on ldjam.com

CategoryRankScoreCount
Overall6463.2328
Fun6433.0028
Innovation2433.6728
Theme2853.9828
Graphics5883.3628
Humor6132.1423
Mood6933.0826

Comments

shanzpro 2026-04-21 01:59

Super cute! Really great potential to build off of.

takhomasac 2026-04-21 02:32

very interesting concept! i don't think i've played anything like this before, nice job!

chaseplays 2026-04-21 02:33

This is really cool! It was such a cool moment when I realized how the echolocation works. Seems like it must've been pretty fun to build on a technical level, and the result is so visually interesting too.

mostlikely 2026-04-21 02:45

The signaling effect is cool, especially watching the fish move over time. It took me a second to figure out if I should hit the fish or not. Also a cap on how often I can ping might be good to add.

ray-muffincat 2026-04-21 03:59

super cool idea! It'd be cool to see it expanded, like having a far-away signal you are trying to navigate to, perhaps? or more enemies. Also, a cooldown on ping would probably lend a lot to gameplay, as of now I can just spam XD

Very neat lidar-type!

the-stage-hand 2026-04-21 17:10

very enjoyable, though it definitley needs some sounds, at least for the sonar or getting bitten, i didn't even realize i lost limbs until i had 1 left. maybe also make the lowest speed a bit less slow, but otherwise pretty good!

whitecloh 2026-04-21 17:15

A very unusual game — I’d love to see how this is implemented.Good potential for expansion or for adding it as a mini-game in a mid-core project.

red-horde-games 2026-04-21 18:41

Hey! Enjoyed that there is unlimited pings, just ran around spamming it, fun! Could use more variety. Effect is very neat.

tolviere 2026-04-21 18:52

I beat your high score! I really like the signalling effect, I'm definitely gonna check out how you did that. There was nothing to stop the player from spamming the sonar though. I think if you had a limited number of uses, or a cooldown of some kind, it would vastly improve the game. As is, I might as well be playing with full vision with how much I'm spamming the sonar haha. My little crab guy also didn't have his rotation freezed, so when I walked against a wall, he rotated a bit, and I feel like my speed was way slower after that for whatever reason. The foundations here are great though, good work!

highscore.png

blue-pin-studio 2026-04-22 04:36

I wasn't sure if there was any progression or deeper purpose until i started writing this and saw the screenshot above my comment say "final score" so i guess there was an end I was supposed to find? Oops! Also, i wasn't sure if spam clicking was any different than just clicking occasionally because it seemed like nothing did anything harmful

goodwayman 2026-04-22 09:23

Nice little game! I really enjoyed the signal propagation visualization!

jhax 2026-04-22 11:26

Aesthetic holds together well, looks really cool! I like that the echolocation doesn't sort of go round corners, makes the experience of the game world feel quite different from normal!

bonedaddy 2026-04-23 23:06

I didn't realize that I could use Q/E to rotate till after I hit 500 :D First run: 554. Nice game, it gives me fl(0)w (an old flash game) vibes

lloydlobo 2026-04-24 11:22

I had fun discovering the world as the crab moved along, willy-nilly, spamming sonar. I was impressed by how the use of sonar and the crab’s position changed the world around it. Some “doors” (i.e., paths) opened while others closed.

ldjam.com_events_ludum-dare_59_echo-3.png

I would like to see (if possible, in post-production) more feedback from the echoes on other life forms, along with sound effects and music, some dash-like movement, and, as others have pointed out, a cooldown mechanic.

Loved the game. Good job!

sbeif 2026-04-24 11:29

Very cool idea and execution, the effect is really great, it took me more than I'd like to admit to figure out that those that I thought were narrow dead ends were in fact just rocks in the middle of the path. It would help a lot to have some ambient noise and a muffled sonar beep to improve the immersion. Also I found myself spamming the sonar like crazy so maybe a very short cooldown could prevent that, or better yet adding a cost, perhaps in score so that if you abuse it you score less

flameseer 2026-04-24 11:36

Thanks for the feedback everyone, glad you've enjoyed it!!

We're pretty happy with where the player pings are at but this tells me I definitely need to make the consequences of spamming them and how everything reacts to repeat pings clearer, and that we can probably tune the early difficulty back up a little too without it feeling too harsh, excellent to know!

I also want to do a little bespoke tuning in the early areas so you get chance to play with each beastie and learn how they work, which the procedural generation doesn't guarantee right now.

Also sound! Yes! We're getting some help with sound now and it's very exciting ^_^

2026-04-24 15:00

Such a clever design, super fun to play!

2026-04-24 17:33

i like the effect of the line walls when u flash ur signal on them

xedur 2026-04-25 11:26

I really liked your sonar implementation. :100: I think some audio would have really elevated the experience.

2026-04-26 00:15

Fun game! As mentioned above, the effect looks amazing indeed, loved how the sonar blended into the walls. I wonder if making it last a bit long would be good, once the player has to click a lot and the image feels flickering. Also a keyboard shortcut for the signal could be handy :wink:

2026-04-28 12:11

Great mechanic! I would add a charger for echolocation, which will affect the range and cooldown.

grizwhirl 2026-04-28 16:37

A cooldown/charge for the echolocation could be more straightforward, though the enemies homing in on it is an interesting deterrent though.

ping78 2026-05-02 14:44

I hit a wall in my path, so I went around it. E.png Beaten the score too.

prakkus 2026-05-08 23:42

I've always loved this kind of concept and this is a great little execution of it. Scanning terrain like that is just so satisfying and great job on the effect, which is carrying a lot of weight here. Also, I was avoiding friendlies at first because I thought hitting anything might be bad, but I figured it out!