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Essentially: Groundhog Day meets a retro first-person shooter (FPS) game with a Lovecraftian horror theme.

Eldritch Echoes is my final year project for my degree and first major project as a solo developer!

You can find all of the code and the massive report on my GitHub: https://github.com/DavidWalshCode/Eldritch-Echoes

Controls:

- ‘WASD’ to move around.
- ‘Mouse look’ to look around.
- ‘Mouse 1’ (left-click) to attack.
- ‘Space’ to jump and press it again while in the air to double jump.
- ‘Ctrl’ to crouch. Hold it while moving to slide (this gives the player more speed). Hold it while in the air to gain more speed and control.
- ‘E’ to talk to the townspeople (NPCs). While talking, press ‘Mouse 2’ (right-click) to go to the following dialogue or skip it.
- ‘Esc’ to open the settings menu and pause the game.

Main Pillars of the Game:

  • Retro FPS (games like Quake, DOOM, DUSK).
  • Environmental Storytelling.
  • Lovecraftian Horror.
  • All developed in the Godot Game Engine (v4.2).

Main Premise:

  • Wake up in town.
  • Get a grasp of what is going on.
  • Sent out to face your trial.
  • Fight enemies.
  • Die eventually.
  • Wake up in town.
  • Corruption is taking over. The weather and people change, natures starts dying, the terrain becomes rougher and crumbles to sand, people go missing, and more.
  • The cycle repeats.

Goals:

  • Create a narrative linked to the game’s environment. The player's death has a lasting impact, meaningfully altering the world and its inhabitants. 
  • Emphasis on the technical implementation within the Godot game engine, developing a system that enables the game environment and its narrative components to adapt dynamically in response to player death.
  • Game maintains the feel of a classic retro FPS, preserving the aesthetic and gameplay characteristics of the genre, fast, fluid, and visually reminiscent of the genre’s classics all while integrating modern narrative techniques. 
  • Weave in the essence of Lovecraftian horror, utilising its themes to cultivate an atmosphere filled with cosmic dread and mystery, enriching the storytelling and enhancing the overall experience for the player.

Research Question: “To what extent is it possible to implement environmental storytelling in a retro first-person shooter game in Godot?”.

Outcomes:

  • 9 levels total (town and battlefield) with multiple environmental adaptations for each after the player dies.
  • An arsenal of 5 possible weapons to use.
  • Fast-paced movement with double jump and slide mechanics.
  • 3 enemy types, along with changes to each at every level, such as strength, speed, and size.
  • 19 NPCs to interact with and witness changes in their behaviour at every level.
  • 70+ lines of dialogue.
  • A Lovecraftian horror tone that rings throughout the game.
  • 2 endings that happen depending on player skill in the final level.

Insights & Learnings:

  • Diversity in enemy design and responsive weapon mechanics were crucial for enriching combat dynamics, offering varied encounters and satisfying player interactions.
  • Environmental storytelling through progressive-level corruption, atmospheric effects, and NPC dialogue effectively conveyed the narrative depth and escalating tension.
  • Strategic asset management, including modular assets and dynamic loading techniques, was vital for balancing visual richness and optimal game performance.
  • A systematic asset tagging and organization approach facilitated smooth transitions between development phases and ensured assets were easily identifiable and accessible.
  • The cyclical game structure, leveraging repeating levels with increasing corruption, built anticipation and highlighted the game's central themes, making every iteration meaningful and engaging.

Known Issues (ran out of time to fix/implement):

  • Only 4 enemies can be spawned at once because of massive performance problems, more enemies would be way better.
  • Big FPS issues on the final level, especially when on an elevated surface with enemies chasing you.
  • NPCs with no idle animations or a hurt/death state.
  • Game does not get more difficult after recieving a new weapon/surviving the time limit.
  • No mouse sensitivty setting.
  • Getting stuck on certain characters and buildings (have to restart sorry).

If you want specific information on how to see everything in the game, see the README.txt file.

Full asset credits are in the AssetCredits.txt file!

StatusReleased
PlatformsWindows, Linux
Rating
Rated 4.9 out of 5 stars
(7 total ratings)
Authordavidwalsh.png
GenreShooter, Action
Made withGodot
TagsAtmospheric, FPS, Horror, Lovecraftian Horror, Narrative, PSX (PlayStation), Retro, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Download

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Click download now to get access to the following files:

EldritchEchoes.zip 716 MB

Comments

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by any chance, can you share which font you used to make the logo on this page?

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Played it and enjoyed it, got some feedback if you plan on keep working on it:

(itch.io wont let me post the comment so i uploaded it as a screenshot)

Thank you very much for playing and the feedback! Yeah definitely for next project I would love to add proper settings like mouse sensitivity and FOV. It basically just came down to not enough time to implement. Also the same for the issues with getting stuck on buildings, I would have loveddddd to have figured out the problem when I was working on it.

The last level was rushed tbh as you can probably tell with it being so easy to exploit. I wish there was more time haha.

Thank you so much for playing!

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The movement was absolutely sick; loved the ambience and the total vibe of the game. The progression was really engaging and the changes in atmosphere during the play-through only added to the experience. Genuinely unique and fun adventure that stood out.

You are too kind sir. Thank you so much! 👑

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I got chills when playing this game the ambience goes crazy

That was the goal thank you so much 🙏🙏

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Nice this was absolutely really great game but are you making or planning some other arena areas and some other monsters like big monsters to hard to kill and some boss  for this game? And would you also make it a challenge level like to make easy normal and hard version or just hard to make a challenge list to get to a high level but its really good game I like a lot and well made anyway well done and keep it up!

Really appreciate the comment thank you so much! Yeah I would have really liked to have fleshed out the levels with different locations but the scope would have been too much with the time I had.

Extremely fair about the enemies, they were a bit of a challenge for me to figure out. I am more comfortable with them now so I would love to add a lot more variety in terms of different types and behaviour!

Definitely would like to make different difficulty versions for my next project.

All of this was a big learning experience and I can't wait to take all of it and make something better!

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Awesome sauce !

Thank you!!

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This was really cool! I really liked how the world developed as the game went on, and the characters were really neat. Great work!

Thank you so much! The changing world was the main goal and I tried to make the characters at least interesting. Can't wait to flesh stuff out in my next project. I very much appreciate the comment!

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I think this is super cool. Such a good concept and really well made, I like :)

You're super cool ;) Seriously though thank you very much. I'm really proud the final product was quite close to the initial vision. So glad you enjoyed it!

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OOH OOH OOH 👌👌👌

OH BABY 👌👌👌👌👌