A mobile rhythm game utilizing positional audio and fun gestures to create a unique social multiplayer experience!
echoChamber is simply described as a rhythm game for your mobile phone with a unique twist: innovative local multiplayer utilizing positional audio. As a group, each player follows various visual and audio cues on their phones to perform gestures in time to music.
To create a more immersive game experience, echoChamber uses each player’s device to create positional audio effects to move the sound around the play area. Think of each device as a speaker in a surround sound setup.
The goal of echoChamber is to create an energetic and dynamic musical experience. An experience that you can have together in person with your friends and family using devices that you all already have.
The base game for echoChamber will be FREE and include a few songs to make it as easy as possible to get a group together to play it. Additional tracks will also be available as paid downloadable content.
Here's a sample of a track currently in development:
The current state of multiplayer games resides almost entirely online, and any meaningful interaction has been reduced to voice and text chats. echoChamber hopes to create a social experience in a way that only games can.
The original inspiration for echoChamber came from playing many many sessions of the hit mobile game SpaceTeam. After we had finished yelling things like “Fizzle the T-booster” and “WORMHOLE” we realized that there was the potential for an entire genre of local real-time multiplayer games that utilizes player interaction in and outside of the game.
Backers who contribute $50 or more will receive a special exclusive “viral track”. The viral track will never be released as regular DLC in the future, instead players will get it when they play the song with someone who already owns it!
Little Bit Games is a small independent game development team based out of Winnipeg, Manitoba Canada. Our first released game called “The Seed” was released April 11th, 2013 and was exhibited at PAX East 2013 in the Indie MEGABOOTH. The game was well received by attendees and press and was reviewed by several game sites including TouchArcade.
Risks and challenges Learn about accountability on Kickstarter
The biggest challenges we'll have to tackle in the development with echoChamber are technical ones:
High-speed Event Synchronization Problems — Some of the audio effects we want in the game require audio events on multiple devices to be played within several milliseconds of each other. We have a early version of synchronization working but sometimes electronic interference can produce a perceivable audio lag. In the unlikely event we cannot get the timing working as precisely as we want we will utilize audio effects that are more flexible with timing requirements.
Motion Gesture Inaccuracy — Lots of games using gestures suffer from “waggle”. We want players to have fun performing gestures that make sense in the context of the game. If we have issues with motion gestures that we can’t solve to our satisfaction we have other ideas in mind using combinations of movement and touch.
Delay due to hardware failures — It is an unfortunate fact that hardware eventually fails. We use distributed version control systems and personal backups to ensure that we won’t lose more than an hour of work.
echoChamber will actually be released as a free download on all platforms. Additional tracks will be available upon launch as DLC. The $50 reward tier includes an EXCLUSIVE Kickstarter viral track.
The current prototype is running on iOS only, but should the project be successfully funded we'd like to release on iOS and Android.
The only requirement for a track in echoChamber is going to be "something you can dance to." The obvious genres are electro, house, and other club music. But as long as it's got a solid beat, and makes you want to move, it can be in the game!