Echoes of the Void


URL - https://totkl3.itch.io/echoes-of-the-void


=== ECHOES OF THE VOID - DEVELOPMENT LOG ===

๐Ÿ“… VERSION 1.0 - INITIAL RELEASE

๐ŸŽจ DESIGN PHILOSOPHY

I wanted to create a minimalist arcade experience that captured the intensity of classic survival games while adding modern polish. The neon aesthetic was chosen to create a mysterious, otherworldly atmosphere that fits the "void" theme.

๐Ÿ”ง TECHNICAL IMPLEMENTATION

RENDERING ENGINE

- Custom canvas-based rendering with radial gradients for depth

- Particle system for visual feedback (200+ particles for boss defeat)

- Dynamic shadow effects and glow effects for all entities

- Smooth interpolation for player movement

AUDIO SYSTEM

- Built entirely with Web Audio API - no external audio files!

- Three distinct musical themes (menu, gameplay, boss)

- 16-note melodic sequences with bass accompaniment

- Harmony layers for musical depth

- Full synthesized sound effects (collect, powerup, hit, shield break, boss damage)

- Dynamic music switching based on game state

GAME MECHANICS

- Implemented 4 distinct enemy AI patterns for variety

- Combo system with 2-second window between collections

- Three powerup types with different strategic uses

- Collision detection with perfect circular hit detection

- Health regeneration between levels (+20 HP)

BOSS DESIGN

- Three-phase boss battle with increasing difficulty

- Phase 1: 4 minions, radial attacks

- Phase 2: 6 minions, targeted projectiles (66% HP threshold)

- Phase 3: 8 minions, mixed attack patterns (33% HP threshold)

- Only vulnerable when player has invulnerability powerup

- 1000 HP with visual health bar

LEVEL PROGRESSION

Each of 12 levels hand-tuned for specific experiences:

1. The Awakening - Tutorial level

2. Rising Shadows - Introduces obstacles

3. Void Whispers - More complex patterns

4. Fragmented Reality - Reality-bending difficulty

5. Hunter's Domain - Pack hunting behavior

6. Maze of Echoes - Labyrinth navigation

7. Pulse of Chaos - High-intensity swarms

8. Twin Nightmares - Synchronized enemies

9. Crystalline Prison - Maximum obstacles

10. Swarm Descent - Overwhelming numbers

11. Abyss Gateway - Final challenge

12. Void Sovereign - BOSS BATTLE

๐ŸŽฏ DESIGN CHALLENGES

BALANCE

Finding the right difficulty curve was crucial. Early levels needed to teach mechanics while later levels pushed player skill to the limit. The boss battle required multiple iterations to feel challenging but fair.

PERFORMANCE

With 16+ enemies, 35 orbs, particles, and dynamic audio, performance optimization was key. Implemented efficient particle cleanup and optimized collision detection loops.

AUDIO

Creating procedural music that didn't feel repetitive required careful note selection and dynamic layering. The boss theme needed to feel urgent and threatening while remaining musical.

VISIBILITY

Ensuring players could track their character, enemies, and objectives simultaneously required careful color choices and visual hierarchy through glow effects.

๐Ÿ“Š STATISTICS

- 12 unique levels + boss fight

- 4 enemy AI patterns

- 3 powerup types

- 200+ lines of game logic

- 16-note musical sequences

- 1000+ possible particle effects

- Persistent save system for high scores

๐Ÿ”ฎ FUTURE PLANS

- Additional boss encounters

- More enemy types

- Leaderboard system

- Achievement system

- Difficulty modes (Easy/Normal/Hard/Nightmare)

- Additional powerups

- More musical themes

๐Ÿ™ CREDITS

Solo developer project

All code, game design, and procedural audio by me [totkl 3]

Built with: HTML5 Canvas, JavaScript, Web Audio API

Thanks for playing!

---

๐Ÿ’ฌ FEEDBACK WELCOME

I'm actively developing this game and would love to hear your thoughts!

- What levels felt too easy/hard?

- How was the boss difficulty?

- Did you enjoy the music?

- What features would you like to see?

Leave a comment or rate the game!

 

Files

mystery_night_guard (7).html Play in browser
4 hours ago

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