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Septarap

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A member registered Apr 08, 2021 · View creator page →

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Actually, goldfishes are scared of you, so they try swimming away from you

You need to be close to them, Then suction them with S key

You use W key ONLY to kill piranhas

I've put everything in levels itself as tutorial 🙏🏼

That's actually by design. If it were longer, it would've been less challenging for players to suck in the goldfish or drill-kill the piranhas.

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It's not a fishing game. You need to gain weight to move down. It's in the initial tutorial text.
You have to suck in the goldfish by getting close to them, so as to gain weight and sink deeper or drill-kill piranhas before they kill you.

But catching any fish was not the objective of the game, as explained in tutorial.

You have to suck goldfish in with "S" and gain weight, or drill-kill piranhas with "W" before they kill them.
Gain enough weight to reach the bottom and exit is the goal.

But I do agree about your point of BGM and walls. I will keep that in mind and fix those.

Thank you for your feedback :)

Thank you so very much! 😊

Thank you!! Yes I totally agree about the missing tutorial. I'm a huge advocate of weaving tutorials with story. We were short on time so we couldn't properly implement everything.

I however am glad to hear you found the gameloop interesting! :)

We will definitely work further in refining our game. 🙏🏼

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When I started the game, I wasn't sure if I'd stick around for the blocks of texts to read. Before long, I was following the hollow friend's adventure urging me the follow that Red Dot. Brilliant storytelling. My heart was appropriately warmed! 

Also, including a language select screen was an ingenious accessiblity touch. With more languages though, more people shall comfortably be able to experience it :)

We too have experimented with multiple ending story (3 endings) in our game "Digital Ash", but the story is there just to support our gameplay. Try it out, both for the story and the gameplay and provide your rating and feedback

We are planning on releasing this game officially in June 2026 on Steam, after improving upon the basic 13 day game jam build. We could really use the help of a Narrative Designer. Let me know if you're interested 👍

Thank you for your kind words 😊

Thank you so very much for your kind words!! 🙏🏼😇

Yes we definitely need to work on ways of delivering tutorial with minimal need to read the texts. Some updates have already been committed in engine, that we would release soon after judgement period.

I truly appreciate your words. Thank you very much for your feedback 🙏🏼

yeah, we shall have the game updated as soon as the judgement period ends. We are really glad you tried the game. Thank you so very much ☺️

Please do update the game, I certainly wanna know what the box password is so that I can open it!!

I'm following you here in itch :)

.

Also, of you get time, please do check our game Digital Ash out. Even we need to work on UX/UI, but we have tried employing an innovative 3x3 control scheme (Q,W,E,A,S,D,Z,X and C). Do let us know your thoughts and ratings.

Cool game, feels like a mash-up of Megaman 2 and Castlevania 3 gameplay-wise. UX could use some help, but otherwise, very comfortable to play. Good luck and keep updating the game!!

please also try our game, which has adapted an innovative new controls idea of 9x9 key grid on your keyboard (QWEASDZXC). Digital Ash

Okay, the game concept is great, and hand drawn graphics just elevate the experience. The music is awesome too!!

But you REALLY gotta put some extra time on UI/UX of the game. Add affordances, like interactable object glows when mouse is hovered over them, or (and I STRONGLY recommend this) a pulsing arrow on either side of the screen to indicate play can go around the room.

There is a great conclusion to this game, I can feel it. I just cannot reach it yet. 

thank you very much for playing the game😊

Thank you so very much!!

I know the game is rough around the edges, and Tutorials have been doing less than stellar job with explanations. But we aim to fix that with consequent updates.

Oh yeah, We actually did this on purpose!

The control scheme is QWEASDZXC

which is a 9x9 grid on your keyboard. Check keyboard right now and you'll see!

This was done so as to make sure player does not have to use 2 hands for playing the game. 

Although, we should've mentioned that in tutorials so it is on us...please do try again and let us know if the control scheme is comfortable or not. Thank you for playing our game 😊

Yeah...the assets we used are much smaller or bigger than the colliders so it's a little difficult to determine the exact ones in range 😅

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But we will surely fix that in an upcoming update.

Hey thank you for that feedback! We will surely add a button (possibly S) to skip the cutscenes so you can access the gameplay sooner.

Might even help for speedrunning.

It's reviews like these that help a game jam game grow and become better 👏🏼

Truly appreciate it 🤝🏻

Okay it's much better on Wavedash. It's pretty fun too!

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okay, the concept is nice game looks awesome too. But how do i attack?? The enemy keeps bombarding me with attacks but I just can't find the attack button. The Q or C buttons don't work for attacks

What a refreshing take on core movement!! Making moves a stackable turn-based task definitely gets scores in innovation. The levels designed are perfect match for those movements too!! Good job guys!!.
by the way, we too have experimented with movement in our game Digital Ash. The whole game is controlled using 9 keys grid (QWEASDZXC). Do try it out, provide rating and let us know what you feel :)

Thank you for playing!! The point of hard resets is that you will have a better time re-playing through multiple endings when you choose that particular permanent power-up. Besides, the levels designed are smaller in size, meaning any progress lost is of not more than (upto )30 seconds worth.
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I totally agree about doing a better job explaining the mechanics. But we were grossly out of time and had to submit the game as is.
Thank you very much for playing the game. Do try again since gameplay is really short but has 3 multiple power up endings and 2 true endings.
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P.S:. We have designed the game such that only QWEASDZXC keys (9 keys in square grid) are used for the whole game.

Thank you so much for your kind words! :)

Thank you so much for your kind words!! Yes we were aiming for a little arcadey Driving vibe. From all the feedbacks we've received, we plan on fixing/modifying the game and maybe give it a proper release somewhere 👍

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Thank you for taking out time and playing our game!

Yeah, this game jam has been an excellent way of playtesting our game. We have found a clear direction of making our game even fun by just noting down the issue and finding creative solutions for them. Like the braking system will now be tied to oil depletion. As in players can brake as long as they want, but it will depletes oil faster. Same goes to touching border or crashes, players loose oil instead of one-hit-kills.

Oh thank you so much! We have been aiming to Mini Motor Racing X kinda vibe, which is what you noticed aptly! 

Yeah we too had a ton of fun building the dismantling car element 😂😊

Thank you so much for playing our game! We truly appreciate it 🙏🏼😇

Thank you so very much for your kind words 🥰

Your kind words make us wanna work hard and make games fun again! 

Thank you very much 😊😇

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You asked for it and we will deliver!

In post evaluation period, we will make it such that everything including crashing is tied to oil depletion. That way players get penalized for wrong move with reduced oil points instead of dying immediately.

Also, having a successful crash on enemies will also give players back some amount of oil, so players won't have to rely on random oil barrels

Now players have to be strategic instead of scared everytime car runs in borders.

Thank you for your valuable feedback. It has truly helped us not only make the game better, but also grow our skills as game designers / developers / audio-visual artists 🙏🏼😇 

No worries. In post evaluation period, we will make it such that everything including crashing is tied to oil depletion. That way players get penalized for wrong move with reduced oil points instead of dying immediately.

Now players have to be strategic instead of scared everytime car runs in borders.

Thank you kindly for your useful feedback 😇🙏🏼

🙏🏼😇

We tried making car faster, bit faster car meant you'd miss the enemy cars that you're supposed to sabotage, then having to complete one whole lap to meet the missed enemy again 😅

Although, adding a boost button that consumes oil upon use may not be a bad idea! That way you may have a choice of boosting forward if you wanna catch up to an upcoming enemy car!!

That was enlightening! Thank you for an honest feedback. 🙏🏼😇

Thank you!

Hmm...we should probably tie the car death with oil depletion, as in, everytime you crash you loose some amount of oil instead of dying. That should give you enough time to refill and react!

Thank you for your feedback! I truly appreciate it it 😇

Thank you so very kindly for playing our game! We did have a proper plan for diegetic aesthetics in the game, so as to immerse the players fully in the gameplay!

Actually it's not a racing game, but more of a sabotage game. We will make sure to let the tutorials mention that 🙌🏻

Thank you so much for playing our game 😄

Thank you so much for playing ☺️

Hmm...you know what? Boosting does sound like an interesting addition here! Players could boost in exchange for, say 15 oil points reduction. That sets the perfect balance for risk/reward factor! 

Thank you so very kindly for your kind and helpful words!  🙏🏼☺️