Overview

Echoes From Willowbrook is a physics oriented survival horror game where you attempt to escape from a sinister farmstead that you’ve just woken up in the middle of. Use everything in your surroundings (yes, everything) to defend yourself from the abominations roaming the farm and to solve the puzzles slowing your escape. 

This game was made in 2 weeks for the Cosmic Horror Game Jam II.

How To Play

You’ve woken up in the eerily windowless Willowbrook Farmstead and the road out is blocked. Find a way out or die trying.

FIND A WAY OUT

The road is blocked, but you know there’s a way out. Explore the farm and use anything at your disposal to clear a path. 

ENVIRONMENT

Echoes From Willowbrook is a physics oriented experience. Most objects around you can be broken or interacted with in some capacity and this functionality is vital to solving many of the environmental puzzles blocking your path to escape.

DEFEND YOURSELF

Use the items littered around the farm to defend yourself. Almost anything can be used as a weapon, but not everything is an effective one. Think smart and be resourceful in combat to survive.

CONTROLS


MOVEMENT

Explore the farm with WASD to move and your mouse to look around. You can also climb objects with the Spacebar.


INTERACTION

Pick up or interact with objects like ladders, keys, and other items around the farm with the E key. Drop whatever you’re holding by tapping the F key, or throw it by holding the F key.




COMBAT

Attack enemies with the item you’re carrying by clicking the Left Mouse Button.  Remember you can throw whatever you’re holding as well, but it may damage your weapon more.


Credits

Alex Lazea - Programming, Design, Art
Instagram: @griggy_games
Itchio: https://griggy.itch.io/

Cory Sowick - Game Design, Level Design, Writing

Shirley He - Sound Designer
Itchio
https://ninja5tuna5.itch.io/

Russell Lim - Audio Lead / Technical Sound Designer
Twitter: @Russ_Audio
Itchio: https://russ-audio.itch.io/

Edwin Zachman - Music Composer
Instagram: @zachmanity
Itchio: https://zachmanity.itch.io/

Samantha Scardino - Voice Actress

Known Issues

  • NPCs might move at different speeds depending on framerate. In some cases they run slow and in others they can move absurdly fast depending on runtime conditions.
    Fixed in version 0.9.3.
  • Enemies and props can sometimes fall infront of doors making them hard to open. Fixed in version 0.9.2.
  • Prop drop and throw mechanics are inconsistent where half the time they fly to the right unintentionally.
    Fixed in version 0.9.2.
  • The game lacks a checkpoint system.
    This will be added after the voting period ends.
  • Sometimes the player gets stuck in and around doors. Unclear as to why but the chances increase if the player is walking and pressing space bar as well. You can wiggle out of this situation so shouldn't be an issue that soft locks.
    Fixed in version 0.9.2.
  • Near the end of the game the physics engine is under a lot of stress simulating all the ragdolls.
    This has been improved in version 0.9.3.

Releases

  • Build 1.0.0 [11-21-23]
    • New NPC assets
    • 2 new enemy NPC types
    • Improved audio mixing
    • Updated lighting and environment assets
    • Numerous bug fixes
    • Improved performance and stability
  • Build 0.9.3 [10-28-23]
    • Improved ragdoll stability.
    • Improved camera control by making it frame independent.
    • Fixed NPC movement system to be frame independent.
    • A number of performance and stability improvements.
  • Build 0.9.2 [10-27-23]
    • Added in game how to play instructions before the game starts.
    • Added a pushing force to all doors so props and dead enemy ragdolls don't block the door.
    • Fixed drop and throw prop mechanics to be more consistent.
    • Fixed issue where player attacks can hit through doors.
    • Fixed issue with doors blocking the player movement.
  • Build 0.9.1 [10-27-23] 
    • Added low res image effect
    • Fixed ladder interaction for the barn puzzle
  • Build 0.9.0 [10-26-23]
    • Initial release

Download

Download
EchoesFromWillowbrook_Build_1_0_0.zip 60 MB
Download
EchoesFromWillowbrook_Build_0_9_3.zip 52 MB
Download
EchoesFromWillowbrook_Build_0_9_2.zip 52 MB
Download
EchoesFromWillowbrook_Build_0_9_1.zip 51 MB
Download
EchoesFromWillowbrook_Build_0_9_0.zip 51 MB

Comments

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(+1)

At first I thought of Dead Rising, This was different. I loved every moment except that there was a checkpoint. Please please put a checkpoint, I loved my weapons breaking and having to find something quick it was fun. Now in the end it got insanely hard then the breaking made it harder to withstand the horde. Even with the zombies becoming bat things I could actually vibe with. A zombie who was puking missed me and broke a table with its puke while I was fighting other zombies. Like combat was odd and it got hectic even with the ps1 graphics it felt realistic. Please make another one!!! 

Glat to hear you enjoyed it. I was actually working on a checkpoint system but was running into a number of issues with it. However I can try to revisit it and finish it up in the future I hope. Then the game can have an optional perma death mode ;)

(+1)

The atmosphere, the graphics, the zombie combat, man it was all really well done! I have to say the progression felt very natural, finding the keys was intuitive to me, I just had a feeling were the next one would be. The mechanics were solid and responsive, the audio was excellent and atmospheric.  Perfect for spookiness!

(+1)

Whilst the premise was interesting and gameplay was fun, I do find the enemies to be far too easy once you get a vague understanding of how much damage weapons do and their durability. Along with the simple fact you can stun lock them! Plus, in more open areas, the enemies are almost zero threat if you take your time. A shame there wasn't any new enemy types to spice things up. 

All things considering, this was a good jam entry! Kind of wished there were more physics involved... like throwing objects at enemies or more whacky ragdolls. I look forward to what else you make in the future, Griggy! 

(+1)

Thanks for playing and thanks for the feedback!

You can throw props at enemies by holding F but only light props like mugs, plates, knifves, ect have decent velocity. Heavy props like chairs don't go as far but they can porobably be adjusted to be thrown harder.

We really wanted more enemies and more physics but time ran out unfortunetly. If we have more time or redo the game without a time constraint we would definetly implement more depth to the mechanics.

(+1)

No problem, comrade! I always do look forward to what and your fellow devs create!

Oh?  I guess I forgot about the throwing ability some time after reading the controls... Easy to forget if it is shown at the beginning of the game and not actively being used I think!

Welp, that's how game jams are! A likely easier way to make more enemies is by adjusting the stats of ones you already have. Maybe make them red or something to showcase they are different! Anywho, I'll look forward to what you make in the future!

(+1)(-1)

nice

(+1)

Thanks for playing. Realized I never informed the player of the space bar haha. Updating the controls instructions...

(+1)

Updated the game page and in game instructions and also placed a prompt for the player to use the space bar.