Thank you so very much! 😊
Septarap
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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. 🙏🏼
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 👍
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 :)
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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.
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 😊
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 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.
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. 🙏🏼😇
The most refreshing trope, I personally feel, in a video game is to play as an inanimate object. Playing as an ice-cube here was one such fun change of pace. Also, there is an interesting Music-based time limit, that works perfectly with the core loop here (oh, and needless to say, awesome music)!
I just got one teeny-tiny nitpick. The ice cube has transparency, which is perfectly sensible, but makes it look less prominent everything else. If you could aim for translucency instead of complete see-through, added with metallic set to around 50-70%, you'd get a much standing out ice-cube character! Other than that, no blemishes on gameplay. Good job!! :):)
Do make sure to play and rate our game as well (it might take a minute for it to load)
Hey don't worry about it. Game jams are supposed to be sessions where you give a kickstart to your ideas. Having finished game ready is part of fun, but the other part of that fun definitely stems from having a rapid prototype that you KNOW can be much better given time! I mean soo many great games were literally born in game jams, you know.
This could be one of them. I can see it as a desparate game designer myself. Cheers 🍻
The more feedbacks we get, the better we become. I like the idea you provided about decrementing number from a bottom to top of screen. We might give it a go during testing 😇
We will make sure to make tracks smaller and have the braking cooldown removed (in exchange for faster oil depletion) so that the experience is much more your control.
Thank you so much for giving us your valuable time and feedback 🙏🏼☺️

















