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### *Game Design Document (GDD)*  

*Title*: Echoes of Help

*Genre*: Puzzle/Survival  

*Platform*: PC (or any compatible platform in future)  

*Target Audience*: Players who enjoy atmospheric puzzle games with a unique audio-based mechanic.

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### *1. Game Overview*

*Premise*:  

In Echoes of Help, players explore a series of underground caverns by manipulating sound waves with their voice. Each sound wave can help solve puzzles but also attract lurking dangers. Players must strategically use their voice to send sound waves that unlock doors, solve puzzles, and avoid monsters as they progress toward the surface.

*Core Concept*:  

The game revolves around sound-based puzzles where the player's volume controls the behavior of sound waves. Sounds spread in all directions, potentially attracting enemies. The challenge is to reach the surface by solving each level's unique puzzle and avoiding monsters.

*Theme*:  

The game creates an atmosphere of isolation, tension, and discovery, with visuals reflecting a dark and mysterious underground labyrinth. Audio design is central to gameplay, offering both calming and stressful moments based on player actions.

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### *2. Gameplay Mechanics*

*Sound Wave Mechanics*:  

- *High Volume (Loud Sounds)*: Sends sound waves in all directions. These can help unlock large areas or interact with multiple objects at once but will attract nearby monsters.

- *Monster Behavior*: Monsters respond to loud sounds and will hunt players.

*Puzzle Elements*:  

- *Switches and Traps*: Puzzles require sound waves to hit targets like switches or mechanisms.

- *Locked Doors*: Each level has a door that is locked until the puzzle is solved. Upon solving it, players receive a key (bomb) to progress.

- *Environmental Hazards*: Certain levels may include environmental dangers like collapsing rocks or sound-reactive traps.

*Levels*:  

- *increasing levels of depth*: The game has some underground levels which can be increased the more the game is worked on, each more complex and challenging than the last. Each level presents a unique puzzle and layout that requires different sound-based strategies to solve.

- *Final Goal*: Reach the surface after completing all levels, unlocking the mysteries of the underground world.

*Stealth and Survival*:  

- *Chase Sequence*: The player has to run when monsters are nearby and chasing, quickly using echoes to navigate their world.

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### *3. Story*

*Backstory*:  

The player wakes up in a deep underground cavern with no memory of how they got there. Equipped with only the ability to manipulate sound, they must navigate a dangerous labyrinth of caves while avoiding lurking monsters. Each level reveals more about the mysterious underground world and the player’s forgotten past. The final goal is to reach the surface and uncover the truth.

*Narrative Progression*:  

As players advance through levels, they discover ancient ruins, strange symbols, and recordings left by previous explorers, hinting at a larger mystery behind the caverns. The story unfolds gradually through environmental storytelling, voice-overs, and puzzle clues.

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### *4. Visual Design*

*Art Style*:  

- *Dark and Atmospheric*: The game is set in dimly lit caverns illuminated only by glowing rocks or the player's sound waves.

- *Minimalistic and Abstract*: The visuals focus on the contrast between light and shadow. Caverns are visually striking but sparsely detailed to emphasize the role of sound.

- *Organic and Mysterious*: The underground environments include a mix of natural cave structures, ancient ruins, dungeons and unknown technology.

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### *5. Audio Design*

*Dynamic Sound System*:  

- *Player’s Voice*: The player uses their microphone to control the sound waves. The louder or softer the voice, the more the game responds to the intensity.

- *Ambient Soundtrack*: The background music is soft and eerie, adding to the atmosphere but not overwhelming the player's own sound.

- *Monsters*: Monsters make subtle noises that alert players to their presence. Their sounds grow louder as they approach.

- *Echoes*: As the player progresses through the levels, sound waves echo off the cavern walls, enhancing the sense of space and depth.

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### *6. Technical Requirements*

*Game Engine*: Unity

*Platform*: PC (and soon android and mac as well)

*Input Devices*:  

- *Primary*: Microphone (to control sound waves).  

- *Secondary*: Keyboard/mouse or controller for movement and interaction with the environment.

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### *7. User Interface (UI)*

*HUD*:  

- *Sound Wave Meter*: Displays the intensity of the player’s sound waves.  

- *Monster Alert Indicator*: a sound plays when monsters are nearby or alerted.  

- *Level Progress*: Displays current level number and objective completion.

*Menus*:  

- *Main Menu*: Options to start a new game, continue, or adjust settings.

- *Settings*: Volume controls, microphone sensitivity adjustment, and other audio-visual settings.

### *8. Development Roadmap*

*Phase 1*:  

- Prototyping core mechanics (sound wave control, puzzles, monster behavior).

  

*Phase 2*:  

- Level design and puzzle implementation.

- Visual and sound design refinement.

*Phase 3*:  

- Playtesting and balancing.

- Final audio and art polish.

*Phase 4*:  

- Bug fixing and optimization for release.

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Click download now to get access to the following files:

EchoesOfHelp.zip 32 MB
EchoesOfHelp.apk 44 MB

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