Echoes of the Void




URL - https://totkl3.itch.io/echoes-of-the-void
=== ECHOES OF THE VOID - DEVELOPMENT LOG ===
๐ VERSION 1.0 - INITIAL RELEASE
๐จ 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.
๐ง 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
๐ฏ 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.
๐ 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
๐ฎ FUTURE PLANS
- Additional boss encounters
- More enemy types
- Leaderboard system
- Achievement system
- Difficulty modes (Easy/Normal/Hard/Nightmare)
- Additional powerups
- More musical themes
๐ 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!
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๐ฌ 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
Echoes of the Void
this is an indie game and a neon arcade experience with difficulties
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