We’re excited to announce Echobreaker⚡
A lightning-fast precision platformer where you bend time, master momentum and chase the perfect run.
Watch the trailer and wishlist now on Steam👇
💥 THE ECHOBREAKER DEMO IS OFFICIALLY LIVE! 💥
We’re beyond stoked to finally pull back the curtain and let you get your hands on Echobreaker. Showcase your talent and secure your spot on the global leader boards!
Run, don’t walk to Steam! 🏆
https://t.co/E4qvto185v
Hey there, Pilots!
We're in the Second Wind Games Showcase! @SecondWindGroup
Ad and Paddy from our Upstream dream team spill all about creating Echobreaker. Trust us, you're going to want to tune in for more news! 👀🫡
🤖 April 23 - 21:00 GMT
https://t.co/hxmFWTtwhX
We’re excited to announce Echobreaker⚡
A lightning-fast precision platformer where you bend time, master momentum and chase the perfect run.
Watch the trailer and wishlist now on Steam👇
Paddy: Here’s an image of the playable character that will form the basis of our KeyArt.
The idea is to convey the speed and agility of our character zipping along!
#conceptart#indiedev#gamedev#EchoBreaker
Paddy: It's confirmed, we DO colour in for a living…
We wanted our playable character to stand out so here are some eye catching colour swatches for the suit.
#conceptart#indiedev#gamedev#EchoBreaker
Paddy:We wanted the Hero design to feel like there was obviously a human inside the suit. It had to look fast and nimble, unique and readable
Have overly long helmets been done before? Possibly. but we think there’s room for something special in #EchoBreaker#conceptart#gamedev
Paddy: Time to get the crayons out!
Iterating quickly between scribbles and box meshes in-game we started to evolve the look of #EchoBreaker 's playable character.
#indiedev#gamedev#conceptart
(3/3) Shinanigans ensued, with some bespoke jumping logic that made sure that you *always* jumped away from a wall at a 45 degree angle, but could still influence your movement while in the air.
Adam:
Here's some of the 'gymnasium' level that was built to prove out the wall running for #EchoBreaker.
for #indiedev#gameplaycode#gamedev people I'll go into some of the details (1/3)
(2/3) This was a tricky balance, we wanted it to have a sense of inertia and seamlessly blend in and out of normal (or sped up movement) but at the same time we wanted the player to have a good sense of confidence and reliability (especially when jumping off).
(4/4) For this design we looked at the form and colour of late 90s futuristic games as well as household tech items. This resulted in a more sleek design with some corporate liveries
The influences here are a Panasonic handheld camera, WipeOut and Virtual-On (what a game!)
Paddy: Hello all. Here are some early WIP concepts for Tech. We were inspired by the designs and forms of product and tech design in the late 90’s/early 2000s.
For the #gamedev#indiedev#conceptart#gameart deeper dive, please read on (1/4)
(3/4) With this concept we looked at near future designs for communication devices and military equipment & wondered how these forms may transfer over to a unique looking robot that feels familiar/creditable.
References images are from Total Recall, British Telecom and Virtua Cop