
Echochrome lives in a world with three dimensions, but operates only on one. No matter the architectural build, obstacles and barriers; the rules that Echochrome obeys are forever set by what the single, authoritative viewpoint dictates.
Two platforms, vastly disparate in distance both vertically and horizontally, can become connected if the freely controlled camera distorts perspective in such a way that they appear conjoined. Your uncontrollable (apart from speed up or pause) mannequin protagonist trips the line, the camera swings away and suddenly he’s made a colossal leap with a single footstep.
A puzzle game spanning hundreds of levels, Echochrome plays with perspective and toys with Escher’s theories to create an arresting concept with fascinating messages; disregarding what you can’t see, taking problems at face value.
The implementation however, is recurrently disappointing. Echochrome breaks its own laws and fails to meet expectations; two joinable paths are visually represented by their outlines disappearing and creating a coherent pathway, but your mannequin refuses to traverse it. Objects that are perfectly excluded from view can still be treated as existent while sloppily hid ones can be negated. Haphazardly, Echochrome will decide which of its already confusing and slightly illogical rules it will obey and which ones it will break.

