Vile: The Echoes of Hunt
A single-player side-scrolling stealth-action platformer. The player navigates a continuous level occupied by two distinct enemy types and a floating alert network of Wisps. Combat is secondary to positioning — most encounters can be avoided, but the final enemy forces a direct confrontation. The objective is to reach the exit alive.
Observe.
Decide.
Survive.
Escape.
| Updated | 13 days ago |
| Published | 25 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Authors | Nefer, poozu |
| Genre | Platformer, Action, Survival |
| Tags | 2D |
| AI Disclosure | AI Assisted, Code |





Comments
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a lovely platformer experience ^^
really liked the consistent gritty artstyle and its implementation, it set the vibe and made the world feel v immersive.
the amount of mechanics packed into this lil demo were surprising which i would like to share my thoughts about;
i really liked the way the grapple hook and movement mechanics afforded shortcuts and wider exploration of the levels very early. the level design is definitely the strongest point of the game for me and left me excited to enter another level by the end.
the only irk i had with level traversal was the camera restricting me to see what's ahead in places where the character needs to plan their way down, my suggestion would be implementing manual cameras in these places to allow the player to see ahead in case the game is goin to be worked on further.
the hide mechanic served the setting of the game but frankly i never really saw the point of it and ended up never using it, so it could perhaps be designed around better. i only thought of it in the place where being spotted triggers a barrage falling down on the player but i couldn't really infer how a stealthy approach was supposed to happen.
the combat animations were v nice with the bosses being impactful looks and attacks wise, unfortunately the feel of the combat was very soft and it didn't really hold up strong while being one of the main mechanics of the game. attacks didn't feel impactful or satisfying due to the lack of feedback which made me just rush through the combat and even avoiding it entirely until necessary. i see a lot of ambition for this system in how there's a dedicated parry mechanic but unfortunately in its current stage it doesn't hold up and if this is game is worked upon further, i would love for it to be worked upon.
i liked the sound design and UI being given attention in a project of this scope and it made the experience feel a lot more cohesive.
reading the AI-assisted tag made me worry so i would appreciate some disclosure around its use.
that being said, kudos to the devs and best wishes ahead<3