ECHOFORM gives you a quiet room, a switch, a door, and only a few chances to get it right. Every step you take in a round is recorded. When you choose to loop, a silent echo of yourself appears — not a script, not a hint, but an exact replay of the path you just walked, down to the frame. Stand it on a switch before you end the round, and it will hold that switch down for the rest of the level, freeing your next self to walk through the door it opened.
The trick that makes this work under the hood: an echo never re-runs physics. It replays a position that has already happened, so it can never diverge from what you actually did, no matter what frame rate your phone is running at. That's also why dying costs you almost nothing — a round that ends badly gets discarded and re-recorded, while everything you already committed in earlier rounds stays frozen exactly where you left it.
Sixty rooms across ten chapters. The first four — First Echo, Timing, Hazard, Convergence — teach the fundamentals: a switch needs a body standing on it, a gate runs on its own clock nobody can influence, a door that needs two switches needs two of you. The next six keep going: Latch switches that only need a passing touch and remember forever, One-Way platforms you can jump through from below but land on from above, Carry platforms wide gaps force you to ride, Inversion switches that need nobody standing on them, then two chapters that mix everything together. No fail state that costs progress, no timer pressure, no step penalty — the two optional stars per room reward efficiency without punishing a slower solve. On top of the sixty hand-built rooms, a daily hallway challenge remixes a room you've already cleared, scored on how few loops and how little time it took.
How to play
- Move with the left/right touch zones or arrow keys/WASD; jump with the floating button or Space/Up.
- End a round any time after you've moved — there's no timer forcing your hand.
- A switch counts as pressed if you or any echo currently alive is standing on it. A door opens only while every switch it needs is pressed at that instant.
- Every level has a maximum number of loops. Run out without solving it, and you can restart the whole room — no shard cost, no penalty.
- Two optional stars per room: one for using no more loops than the room was designed for, one for total time. Neither is required to move on.
Things that are actually true in here
- An echo that has already ended its round just stands there, forever, for the rest of the level — that's usually the whole point of sending one.
- Timed gates and moving platforms run on the room's own clock from the moment a round starts. They don't care about you or any echo; they're the one thing in the room you can't influence, only predict.
- A door that needs two switches genuinely needs two separate bodies holding them down at once — one echo standing on one switch and you standing on the door does nothing for the other switch.
- Dying doesn't propagate. If an echo you already committed happened to end its original round in a hazard, it's frozen at that spot and simply isn't "alive" for switch purposes past that moment — it doesn't retroactively break anything about rounds that come after.
