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It's a normal night in Tower 4 at the Gracewind Park. As a nightwatchman you're doing your every night rounds while wondering if the string of missing people is the work of the rumored Gracewind Park Goatman. When suddenly a hiker starts crying bloody murder that he is being chased by something.
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Can you lead him to safety?

Do You Copy is a freeware Survival Horror game for PC on Gamejolt, made by Space Octopus Studios for the website's Asylum Jam 2017. If you want to check it out yourself, here's the link.

Do You Copy contains examples of the following tropes:

  • The '90s: If you were wondering why the hiker doesn’t use a modern smart phone to call or at least text for help, it’s because the game is actually set in 1999, as revealed through a Newspaper clipping at the end of the game.
  • Ax-Crazy: The Goatman is, for all intents and purposes, a supernatural serial killer who murders people for thrills.
  • Absurdly Ineffective Barricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman. We find out in two of the four endings that it didn’t; the Goatman managed to break in anyway and kill you.
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  • Being Watched: At one point, the hiker may ask the watchman if they ever feel like they're being watched. Both of them are.
  • Bittersweet Ending: One of the endings can be considered this: the Goatman finds and kills you, but you managed to save the hiker.
    • Even the best ending could be considered this. You saved both the hiker and yourself from certain death, but the Goatman is still out there and free to terrorize and hunt other hikers.
  • Crazy Survivalist: Heavily implied with the watchman, having barricaded their tower and keeping notes on the strange happenings of Gracewind Park. Looking over their notes, they at least know about the Goatman.
  • Conspiracy Theorist: One of the notes the watchman keeps in their tower implies they suspect the officials are covering up what's happening in the park.
  • Creepy Monotone: The Goatman's voice when it mimics the hiker's sounds like this. This is actually very useful as it allows the player to know if the real hiker or the Goatman is talking at the moment.
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  • Darkness = Death: Inverted. The Fire Tower isn’t exactly dark, being lit by a single light, but any ending where the Goatman finds and kills you is caused by the activation of the Tower’s floodlights, which are very bright and would be entirely noticeable in the darkness of the forest.
  • Deadpan Snarker: Some of the dialogue options can make the player snarky towards the hiker and/or the Goatman.
    Has anyone told you that you're being paranoid?
  • Distressed Dude: The hiker, who gets lost in the woods, is being stalked by something and must rely on the watchman's instructions to get to safety.
  • Don't Go Into the Woods: The man that the player is tasked with helping is a hiker who has come on a camping trip in the woods of Gracewind Park, where he’s stalked through the darkness by the Goatman, with his attempts to evade it continuously getting him lost. Whatever you do in the game determines whether he lives or dies. The notes and newspaper clippings scattered around also suggest that Gracewind Park has been the sight of several strange disappearances and other goings-on over the years.
  • Double-Meaning Title: "Do You Copy" can refer to radio communication jargon that means "Do you understand me", or it could be a question posed to The Goatman regarding its voice mimicry.
  • Downer Ending:
    • The worst ending by far is the one where the Goatman kills both the hiker and the watchman; as the watchman is the only person who seems to suspect the truth behind the goings-on in Gracewind Park, the Goatman is now free to keep terrorising and killing people.
    • The ending where the watchman fails to save the hiker but keeps their location concealed from the Goatman could be considered this too, though not quite as bad the former, as the watchman at least lives to continue their investigations.
  • Economy Cast: There's only two voice actors, Tower 2 watchman and the hiker/the Goatman's.
  • Evil Gloating: The Goatman frequently taunts the watchman asking him if he thinks he can save the hiker or asking him to turn the tower's lights on so he (the Goatman) can know where he (the watchman) is.
  • The Faceless: There's no reflective surfaces and the watchman doesn't meet face to face with anyone.
  • First-Person Ghost: We never see what the Player Character looks like and they have no spoken dialogue, only communicating through text you can select in-game.
  • For the Evulz: It's pretty clear that the Goatman's motivation is sadism. It taunts the watchman over whether or not he will save the hiker, shrieks into the night to scare both him and the watchman and gives up on the hiker if he realizes he cannot kill both of them.
  • Frame-Up: One of the newspaper clippings shows or implied the Goatman successfully framed a local farmer Michael Leeds for its murders. However, after Leed's trial, the murders continued.
  • Hell Is That Noise: The inhuman shrieks that the Goatman gives off. If you hear it and get a communication immediately after that isn't panicked that means the Goatman killed the hiker.
  • Hidden Depths: At first glance, the watchman seems like just a simple avatar for the player, but simply looking around their tower and notes show they are aware of the Goatman and that they know what they are up against and matching wits with. It also appears they are investigating what's really happening around the park.
  • Horned Humanoid: The Goatman of course. We can briefly seen it in the bad ending when he kills the player. Despite not showing its entire body we can see it resembles a demonic humanoid figure with the horns of a goat.
  • Humanoid Abomination: A clear picture is never given of the Goatman, all that we ever see of it is the head, but the clue is in the name that the creature apparently resembles a man.
  • It Can Think: Sometimes when the hiker is close to the tower, he will contact you and say that he thinks whatever it is chasing him "knows where [he's] going".
  • Jerkass / Troll: You can potentially play as one, giving snarky responses to the hiker, deliberately misleading him or just straight up ignoring him.
  • Jump Scare: Both of the endings where the Goatman finds and kills you has the monster suddenly appearing outside of the tower, banging on the door and shrieking. Its red eyes glaring at you over the top of the door don’t help matters either.
  • Karma Houdini: The Goatman suffers no retributions in any case. He can get away by killing the hiker but failing to kill the watchman. In the second case he can do the contrary. In the worst case he can kill both. In the definitely happy ending he fails to kill both and it's basically defeated. Nevertheless it's implied it'll continue on mercilessly preying on other unfortunate innocents who happens to pass by the woods.
  • Mood-Swinger: The lost hiker can come across as this, going from relatively calm, to panicked, to angry and back again rather abruptly. This is actually because the Goatman is mimicking his voice; paying attention to the tone of voice is vital to figuring when the hiker is actually speaking.
  • Multiple Endings: The game has four distinct endings.
    • The hiker dies. Fail to send the hiker to safety and not turning on the lights again and the Goatman will kill him.
    • The watchman dies. Send the Goatman (who’s posing as the hiker) to Tower 2 and turn on the lights again. The Goatman gives up on the hiker but has successfully baited the watchman into revealing their location, so he finds and kills the watchman.
    • Both die. Lead the hiker to Tower 4 and turn on the lights again. The Goatman kills the both of them.
    • Both Live. Send the Goatman (who’s posing as the hiker) to Tower 2 and don't turn on the lights again. The Goatman is frustrated to see that Tower 2 is empty and gives up on the hiker and cannot find the watchman so both live.
  • Never Found the Body: The missing posters in the watchtower indicate there's been a few mysterious disappearances in Gracewind Park over the years, many of which are attributed to the Goatman. Depending on your choices, you and/or the hiker will join the list by the end of the game.
  • Nervous Wreck: The poor hiker is completely freaking out half the time, though he manages to stay calm enough to follow your instructions.
  • Nice Job Breaking It, Hero!: In two of the endings, you can inadvertently get the hiker killed by the Goatman while trying to help him.
  • Properly Paranoid: Looking over the watchman's tower and notes implies. the Player Character suspects something is happening in Gracewind Park and not only are they absolutely right, but they have been trying to get to the bottom of this mystery for sometime.
  • Red Eyes, Take Warning: The Goatman's eyes are seen glowing in the darkness, both in the woods and if it reaches your tower.
  • Red Herring: The games initial demo implies that the monster terrorizing the woods is none other than Bigfoot, due to supposed sightings being listed in both the watchman's notes and newspaper articles. In that demo, the Goatman only hinted at by passing mention in the notes.
  • Shout-Out: One of the scraps of paper in Tower 4 shows all of the disappearances happening roughly 27 years apart.
  • Soft-Spoken Sadist: The Goatman when imitates the hiker's voice sounds very calm and sinister but you can tell that despite its emotionless tone of voice it's sure having fun in scaring both the hiker and the watchman.
  • Skinwalker: The Gracewind Goatman appears to be an amalgamation on par with modern depictions of both creatures, with it being both a tormentor and a trickster.
  • Stock Sound Effects: If the Goatman’s blood curdling scream sounds slightly familiar to you, it’s probably because it’s a heavily modified version of the infamous screaming goat meme.
  • Urban Legend: In-Universe. Gracewind Park has a local myth involving a monster known as the Goatman, that roams the forest at night and can imitate Human voices. It turns out to be very real, as it stalks the hiker throughout the game and even speaks with you over the radio. The Goatman itself is actually based on the real-life legend of the Maryland Goatman, a hybrid killer who wields an axe and terrorises passing motorists.
  • Voice Changeling: The Goatman can perfectly imitate human voices. It constantly badgers the watchman. Figuring out when it is talking is key to surviving the night.
  • Villainous Breakdown: A subtle one, but the Goatman gets increasingly irritated as the watchman and hiker stay several steps ahead of him, and if you save the hiker by sending him to tower 2 and don’t turn the lights on again, he’ll call off the hunt out of frustration.

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