GHz: WEE by Entink

[raw]
made by Entink for Ludum Dare 59 (JAM)

PLAY ON FULLSCREEN

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An atmospheric horror experience built around echolocation. Explore unseen spaces, locate items through sound, and try to stay one step ahead of the things roaming in the dark.

Controls: - WSAD - Move character - Space - Use ping - E - Interact with objects - R [Hold 2 sec] - Progress restart (WARNING This will delete all your progress to start of the game) - ESCAPE [Hold 3 sec] - Quit game

Ping Colors - Orange - Walls - Green - Interactables - Cyan - Checkpoints - Red - Danger

Game contains loud sounds and may cause a feeling of anxiety

It is advised to adjust volume level at the beginning

Game made by NeonFeline & Entink

Ratings

Overall 337th 3.69⭐ 23🧑‍⚖️
Fun 302th 3.571⭐ 23🧑‍⚖️
Innovation 81th 3.976⭐ 23🧑‍⚖️
Theme 111th 4.262⭐ 23🧑‍⚖️
Graphics 580th 3.405⭐ 23🧑‍⚖️
Humor 648th 1.906⭐ 18🧑‍⚖️
Mood 99th 4.214⭐ 23🧑‍⚖️
Given 31🗳️ 12🗨️

Feedback

JankFank
Apr 21st · 19:33 UTC
Gold of zero ratings received games
It's truly amazing how you achieved this level of horror with simple forms and good sound design. My top in innovation category
BigDippers
Apr 21st · 20:53 UTC
Fun game, i think some extra feedback when interacting with stuff would be great, but overall cool entry.
BlindSisyphus
Apr 22nd · 17:47 UTC
Cool audio and siganls usage.
Wuppos
Apr 22nd · 19:06 UTC
This was great! Such a good take on the theme and executed really well. The game has a very unsettling vibe, which is masterfully created with the mechanics, the sounds (the footsteps getting faster is such a great touch) and the visuals. It all works amazingly well together. One point of feedback I would have is that it is not so clear to me whether I am progressing towards something with the levels, or whether I will just keep getting new levels (are they procedural?). I also had a couple times that I immeditately got caught again after I died, because there was an enemy close to the spawnpoint. But those are both just nitpicks. Really well done :D
Pawel Waligora
Apr 22nd · 20:13 UTC
You absolutely nailed the horror part of the game! It really got my blood pumping. I only really wish there was something more to it mechanically, like ping usage having some negative consequences, or having a way to distract enemies. Game could also have a more clear path, looking for keys in a maze sometimes feels like searching for a needle in a haystack. But overall, well executed core idea, keep it up!
_radiolaria
Apr 23rd · 02:58 UTC
I really love this game. The vanishing monsters work perfectly for 2d top down perspective, only revealing them with lidar. I would totally love to play an entire game with this concept. Very well done.
Logan_Core
Apr 23rd · 05:19 UTC
As others here are saying, you've done an amazing job with the horror elements of the game! This game really shows just how important horror sound design is for keeping the player tense and on edge.

I did get pretty lost on the third level and unfortunately wasn't able to complete the game. I had a bunch of keys/cards stockpiled, but for the life of me I couldn't find the exit. I also accidentally lured a monster to my spawn point and got caught in a death loop for a while before I was able to break free. Cool experience! Would love to see this expanded further with some more mechanics!
LDJam user 409682
Apr 24th · 12:58 UTC
My thoughts on the game: damn, it looks cool — a simple main character, but great sound and nice visuals. The audio does feel a bit like a horror game though, even if it’s clearly about sonar.

Oh, I need a key. So I guess I have to go back and search through the maze.

AAAAAA, A RED THING. IT IS A HORROR GAME AFTER ALL.

Thanks, I had a ton of emotions 😄
Carsten
Apr 24th · 16:17 UTC
Great idea with the pings and the graphical representation :thumbsup:
And yes, the red dot got me really good. Great Job :D
Mokabread
Apr 24th · 16:37 UTC
As someone who rarely plays horror games, I still managed to finish this whole experience. The game fits the theme perfectly, with a brilliantly tense atmosphere crafted by haunting visuals, chilling sound design and immersive mechanics. Little details like faster footsteps make every moment nerve-wracking.
There are a few small drawbacks. The maze levels lack clear guidance, making key-hunting confusing at times. Enemies near the spawn point can also cause unfair repeated deaths. More hints and extra mechanics would help a lot.
Overall, it’s a well-made and gripping game with a great core concept. I really hope to see further improvements and more content soon. Great job!
Eric Nguyen
Apr 25th · 02:19 UTC
Super strong submission, I never thought I would be scared of a red dot. The visuals and sounds were super strong. And the way the sound waves bounced around the hallways was also super cool. Ultimately I couldn't get too far because I was legit too creeped out, but that's just a testament to y'alls great work!
Roitchie
Apr 25th · 08:04 UTC
Wow this is incredible. They say less is more with horror and this game exemplifies that to a tee. It feeling tense despite just being dots and red blobs is a testament to the sound and game design. The art style is great and reminds me a bit of Scanner Sombre. I would love to know how you implemented the sound waves bouncing off the walls. I'm struggling to find anything to critique about it. The only thing I can think of is the main character's design could match the art style better. But that's only because everything else looks so good that it's more noticeable. Maybe using the same dot shader as everything else would look good.
JerryWest
Apr 25th · 08:29 UTC
The novel image presentation method of sonar is quite unique. I've never seen this mechanism applied in a 2D game before. The sound effect design is excellent. I got goosebumps for the first time when I was scared by the triangle (twice!) . The map is too large and requires constantly pressing the space bar, which makes the hands very tired. The minimalist elements are able to create so many variations of the map, which is quite remarkable. How about this design: When walking normally, it can continuously illuminate a small area. If facing a specific direction, it can accumulate energy to emit a stronger detection sonar, but it will alert the enemy. This way, the sonar detection mechanism can be better utilized.
🎤 Entink
Apr 25th · 09:33 UTC
@roitchie we used unity particle system with collision enabled, that makes particles bounce off the walls, and to map that we wrote custom script that detects what tag do you collide with and place in that spot another sub-particle system with appropriate color!
🎤 Entink
Apr 25th · 09:33 UTC
Thank you all for your feedback, you are soo nice!! I never thought we will make good horror game, because neither me nor my friend have ever done any kind of horror game
🎤 Entink
Apr 25th · 09:35 UTC
@jerrywest I thought about it, maybe if we decicde to improve this project we will revamp whole system so it will be easier to manage.
ditam
Apr 25th · 12:00 UTC
I found this super hard, I felt like I didn't really get a grasp on how to properly lure and avoid monsters. I thought you can sneak around them by avoiding alerting them with the signals, but that didn't seem to work either.

The ping / echolocation mechanic is maybe not that unique in this jam, but the visual effect you have of the soundwave getting "painted" on the walls is truly unique, and it looks great - it really creates the effect that walls closer to you feel more solid and dense. Great sound design and atmosphere, well done!
blubberquark
Apr 26th · 06:16 UTC
The waves travelled down little crevices/seams between objects, and I don't know if that was intentional or a bug. Also the ping really needs some kind of sound effect. It's probably hard to pick one that wont get annoying after 100 times. I wish the controls were for two hands, like arrows and X+C, instead of of WASD and E and Space – or maybe let me ping with the mouse...

I liked that you picked a mechanical interpretation of the theme. That's always a plus.
VenomousMouse
Apr 27th · 12:28 UTC
Nice signal mechanic and overall cool game.
GeraldFIngBurke
Apr 27th · 15:41 UTC
The mechanic used here ws genius. I really enjoyed this. I did get locked on the second level because a baddie was basically permanently on top of the spawn point. Really great entry!

![Screenshot 2026-04-27 113940.png](///raw/4a9/8/z/72cea.png)
marks
May 03rd · 22:57 UTC
Cool entry! I liked the effect how the sonar also bounces off walls. Also, had quite thrilling moments where I noticed I was followed before entering the smaller tunnels.

I feel like the maps are way too big and confusing, was confused on where to go next for a while.

Good job!