i have a timefactor already for my main board, but i want something that does one good set and forget echo sound (it has delay up to 450ms which is enough for lead and ambient styles) for a second board

the dark echo appeals to me as the amp i want to use it withhas no fx loop (Jet City JCA20H... set to a hard rock crunch tone, using guitars volume to clean up) and having the trails getting darker should be a plus for this situation yeah???


Download Dark Echo


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Has anyone played the game Dark Echo? It is a game where you have to play in the dark with only sound as your guide. It has 80 levels, and cool mechanics. But the lore or story was never explained... My thoughts are: the main character is in a zombie wasteland.

I purchased the all-black Darkecho gaming chair and love the color in person. I was especially drawn to the quilted diamond technique used on this chair. The quilting adds a luxurious flair, as well as enhances air permeability.

At first glance, Dark Echo might look simplistic. Your character is represented by two little foot icons that leave footprints as you go, helping you keep track of where you've already been. When you walk, lines shoot out and bounce off of walls, just like sound waves. As you gain different mechanics, such as the ability to clap and send out larger sound waves and rocks you can throw to misdirect enemies, you can find out more about the dark, undefined world you inhabit.

Also excellent is the sound design. Because sound is so important, the game lacks music, but does occasionally play around with ambient noise, such as croaking frogs, dripping water, or the growl of your enemies breathing down your neck. The echoes give you a sense of how open the cave is, and the layering of sounds creates an impressive audio experience best heard through headphones. 

Trapped in darkness, you must use visualized sound to guide your way through threatening environments. The sounds you create will bounce off obstacles, revealing the shape of the surrounding world. It won't be long before your only way of sensing the world attracts a horrifying evil that devours both sound and souls. 


 Survive through 80 levels that will make your heart race and leave you with an irrational fear of red lines. A foreboding soundscape, best experienced with headphones, sets the tone for your journey. Explore, solve puzzles, and most importantly - stay alive.

Dexter is sitting on a roof, feeling responsible because Peter killed an innocent man that day. It was careless of him to kill Dr. Milson in his office, enabling Peter to see the darkest part of him. He stared into the abyss and witnessed a kindred spirit, Dexter muses.

A typical horror game will consist of jump scares, visually scary creatures, suspenseful story and eerie atmospheres. Majority of what gives you the chills is what you witness is going on within the world of the game and feeling yourself immersed in the land of terror. You see monsters, shadows, movements, lights, darkness, tools, objects, puzzles, and so much more. Thus the number one concern for most horror developers is the visual aspect.


But, what if we took a step outside of the visual horror box and took a look around at what other options we have? The first thing that comes to mind, for me, is the audio. The sound of the monsters closing in or trying to listen to small queue's that tell you to run or hide. The music and sound effects of different sections of the game play big roles as well.


Dark Echo was created by RAC7 Games and it is a blind horror puzzle game. Now, what is "blind horror puzzle" as a genre? The game is played where all you see is a black screen, or white if you complete the first half of the game, and there are a set of footprints. The footprints are you and when you move, sound waves echo off of you and resonate in the hallway, or room, you are in. This is your only visual for where to go.


In order to uncover the layout, whether the path is safe, water or dangerous you must move around or clap your hands to have the sound waves resonate and reveal the room with the color coding: white is safe, blue is water, yellow is an activation panel (or key) and red is dangerous. Taking a step on any red area will instantly kill you, taking a step on yellow will open a door or activate a section of the level, and when you go in the blue areas your character will be swimming. The reason it matters is that the enemies react only to sound. If you walk slowly they can not hear you and if you are in the water, going slow just lessens the spread of the sound but will not be muted.

The game was fun to play and often challenging. It was interesting to play a brand new style of puzzle and I agree it goes under horror. Even without nothing more than a few color coded lines, when you saw a small shadow ball with red lines splaying all over, it got you nervous. It was great that many of the puzzles required manipulating enemies locations by making a loud noise in one place and quietly sneaking around to avoid it and reach the level's destination.


As far as challenging, the early puzzles had a good way of showing how to play the game and each level was titled with a hint of what to expect in the level, or what to do in some. Every level was a guessing game though. I would always start with a clap to look at the layout and see which direction to start heading, and it was a nervous start every time since that is exactly how to get the levels enemies to come at you. Many of my deaths did fall victim to being unable to see how close to the red areas I was when I have to sneak around. It had a good balance of enemies nearby and an environmental challenges.


My favorite levels to play were the ones with moving pillars all around the room. With death pits (square sections of red color coding) in the center of the path for many pillars, being pushed into the pits was an easy task. In order to see the pillar movements you must make noise constantly and see the different sound bouncing distance. And each noise is only one time frame, so even after clapping 10 times in a row the location the pillar is currently in will be different each time but you will be able to start seeing it's pattern and how fast it is moving. This was the greatest challenge in the game.


I also thought it was interesting that after you beat the levels in the dark, you are tasked with levels in light. While the levels are mostly the same except with an extra enemy(ies) and an extra challenging section of the level, they were still fun to play through. The images on the right is the same level in dark and in light.


However, I thought it was a little bit of an upset that when the levels switch from the dark to light you find that the levels are exactly the same in name, layout and goal. The only difference is that there is sometimes an extra enemy or an added obstacle. I was hoping there were going to be different enemies to avoid or just a whole new set of levels that will be continuing to get harder in difficulty from where you left off after completing the dark levels.

It is just phenomenal what kind of fear can be created simply by a black screen, and out of this world sound design. The mood of the game goes from, huh, I wonder where the door is. To, um, what was that? Very quickly and it only ramps up from there. And then the next thing you know you are blindly running into the darkness to get away. It is a truly visceral experience. One that I highly highly recommend.

We really like thrillers and their tension. Dark echo is inspired by Scandinavian thrillers. Dark and depressing atmosphere, detective investigation. There is a similar atmosphere in Siberia. But we wanted to make it authentic. We were looking for a new approach in the genre, an unusual structure for the story.

Trapped in darkness, you must use visualized sound to guide your way through threatening environments. The sounds you create will bounce off obstacles, revealing the shape of the surrounding world. It won't be long before your only way of sensing the world attracts a horrifying evil that devours both sound and souls.

There's a lot to be said for horror that leaves things up to your imagination, and RAC7's Dark Echo, a supremely unsettling sound-based stealth-game for your iOS, takes that to the extreme by making you rely entirely on the way noise interacts with your environment to navigate... and escape. Originally conceived as a game for Ludum Dare in 2013, in Dark Echo you control someone lost, unarmed, and blind in a hostile environment. To find your way to the exit in each level you need to use the sound of your footsteps to find your way around and avoid hazards. Tap and hold on an area and you'll see the footprints move towards it, while white lines radiate out from beneath them. Those lines will travel around and bounce off walls and other obstacles, giving you an idea of what your surroundings look like. Press and hold on your character's footprints and release to tap loudly and send out a great circle of sound from wherever you're standing, but beware... you're not alone. See, while dangerous spots are marked with red and should be avoided, some danger comes looking for you, and the more noise you make, the easier it is for you to be tracked down. You can quickly and repeatedly tap to make yourself creep and make as little sound as possible, but that makes it harder to navigate since you're making much less noise to echo off your surroundings. You'll need to be both quick and cautious to survive, and with 80 increasingly deadly and unnerving levels, your nerves may never be the same even if you make it out. Be sure to play with headphones, and turn the lights down low!

Sound can easily be overlooked when it comes to games, and many people underestimate the impact it can make on the player's experience. Few games rely entirely on sound to craft their tone and mechanics, but Dark Echo pulls it off almost flawlessly. Subtle things like the way something wet squelches beneath your feet while you pass through a cloud of droning flies, or the different sounds your footsteps make on different surfaces, serve to craft one of the most engrossing and tense atmospheres you're likely to come across. So much of what you come across is left to speculation, and the game is stronger for it, setting your mind whirling with possibilities with every new surprise you come across. Largely, the game plays very smoothly, though this is definitely not a title for the impatient. You can't move or turn around quickly, but that's likely to be expected if you really were someone blind and terrified staggering around in the dark. The repeated, frantic taps needed to creep can start to get annoying, but the levels are diverse enough that you never really feel bogged down with any particular mechanic for long. At a whopping eighty levels it still does feel a bit spread out at times despite the relatively small and compact stages, but it's so elegantly crafted and claustrophically creepy that it'll fly right by. If you're sick of the usual horror games that go for shock and the usual tropes, Dark Echo is the cure for what ails you. It's smart, sinister, and unsettling in all the right ways, making it perfect for any dark and stormy night... or any time you can pull the drapes and turn the lights off. ff782bc1db

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