Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Septarap

272
Posts
18
Followers
20
Following
A member registered Apr 08, 2021 · View creator page →

Creator of

Recent community posts

All the art in the game is literally just a placeholder for now. I spent about 2 and half days in building and polishing the mechanics and self recording the xylophone tones for pegs so kinda ran out of time for art 😅

.

But will work on them now👍🏼

Also, the easy modething is duly noted 😌😇

That's such a refreshing idea! Loved it.

If you could, maybe, increase the timer or keep the controls displayed, it would be great

Oh, even better! How about, each time player gets one part right (like left eyebrow matches the mask, for eg.), the timer gain 1 or 2 seconds? That way player will be motivated to strategize, which part of face to work on first. 

If you are planning on motivating the player to handle all the controls at once, then maybe just increase the time.

These are just suggestions, but even without them, your game stands out as a unique piece of game :)

@Benjamin Pillbrow, please do check my replay to your comment in my game. It would help a solo dev/designer like me a lot :)

I will be adding limited number of peg removals on the board in next update. So basically, you can delete upto 5 pegs in your on-going puzzle board, before needing to Restart. I feel that's fair, and also gives a nice strategic freedom.

What do you think about this?

Oh, and thank you very much for playing it :)

(1 edit)

What if I provided a limited amount of peg removals?

Players can remove, say, upto 3 pegs in a level?

.

Plus, the location of removed peg will be marked by a shadow-like marker, just in case you feel you can place it back in same position

Thank you for playing!! :)

The restart instead of removing pegs was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed. But I will look into it :)

Thank you for your kind words :)

The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed. But I will look into it :)

 That menu thing, I'll investigate and fix. The undo button would've stopped players from trying new solutions out, so i provided a reset button instead. But i will look into it.
Please do provide rating in GMTK Game Jam, as that matters the most for post Review period.

.

Thank you for trying out my solo venture!!

Thank you very much 😇

Hey, thank you for giving my little experiment a chance! :)

The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed.

But I do have plans of adding temporary shadow for placed pegs, when player restarts the game. That way, you will atleast have an idea of where you had last placed your peg and replicate the path.

Yes. I will add more granular rotations, plus a toggle for smooth rotation.

Thank you for playing 😇

Thank you so much! 😊

Its a real bummer that the WebGL is not up. Because this game is FIRE!!! Quite literally, since you lose almost everything everytime you fire!!! 🤣

I downloaded the rar and tried the game, because the concept looked intriguing. And I must say, the mechanics in the game are pretty involved. Every bullet  I lost, made me lose health, ammo and even time! You guys just turned a shooter game into strategic gem! I loved it.

I do have one thing to mention though. I felt an unnatural tension when I started the game, due to so many controls to juggle between, while you're loosing everything every second....maybe try easing up the tutorials a bit more? But ofc, after 5-6 tries I got into the rhythm of things. Very well-done 👍🏼

If you get a chance, please do try my short solo designed game and give me your thoughts 🙏🏼

Yeah, i may have slowed down the rotation too much...I will be adding a toggle, whereupon you can opt for smooth rotation instead of step rotation.

That rotation one was a new criticism I haven't received yet. Thank you very much for that!!

(1 edit)

An interesting concept! You took body positivity and turned it into a nice little game mechanic. Unexpected and memorable even after i am done playing it :)

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :) 

(1 edit)

Who says ethics are dead? I respect you :)

If you don't mind, would you be kind enough to try out my solo designed game? I wish to grow it and publish it post the game jam and every bit of criticism would help. 

My game jam submission

Interesting concept. You basically applied the theme Countdown in 2 different ways - loosing weight to count down the value & distance required to reach counting down - and seamlessly merged them into one solid mechanic! Quite a refreshing idea!

Kudos to you guys for such an awesome pixel graphics and the way you divided 32-bit and 64-bit in 2 parts of the screen, is smart optimization. 

Thank you for playing the game!

The restart instead of undo button was a conscious game design choice, as I wanted to encourage the player to try a different approach to reaching the exit, if their path failed.

(1 edit)

I am a big fan of Micro-machines, and the controls and camera angle did perfect justice to that vibe.

I love how you made each new lap have a bunch of randomly generated obstacles. Makes it unpredictable but fair.

By the way, here's my high-score after 4 playthroughs. Did anyone beat that? or am I the reigning champion? ;p

Thank you so very much for trying my little experiment! :)

(1 edit)

Yeah, I probably should do something about that.

In your opinion, how about a residual shadow left behind by the pegs you place, that remain persistent for upto 5 restarts? That way you can visually see your previous placements, but not for long. 

On UX front, the shadows start fainting gradually, with each restart until they are completely gone, in 5 restarts.

By the way, thank you very much for trying my game out :)

Yep the game needs a LOT of polishing and maybe a complete look overhaul, come to think of it.

The permanent peg placement was a conscious game design decision, as I want to encourage the players to try a new plan each time they fail. It's about creatively building your path to the victory, within number constraints.

However, I'll try to find a way to inculcate granular editing of pegs, along with what I want to achieve. 

I truly appreciate your kind words and trying out my little solo outing :)

For sure! The art and UI definitely need some face-lift. I'll keep updating the game until it feels great to look at AND satisfyingly fun to play :)

Ah, yes. That's understandable. But what you've achieved in 96 hours is still praise-worthy!

You must try Firewatch once, if you wanna experience a game with lived-in feel. The setting is of a forest, with 0 population (except you, ofc), yet the environmental storytelling suggest that this place used to have picnics and crowds once....before something happened.

Firstly, the art is awesome! The CRT scanlines was a very nice touch.

The music fits well to the whole vibe, too! 

The initial narrative artwork was lovely (this is coming from a fan Pizza Tower & Anton Blast games)! Oh btw, the dialogue-less narrative set up was also well-done.

MOST IMPORTANTLY, you guys built a freaking roguelike game in a 4 day game jam?? How badass is that!!

I had fun with my time with the game :) 

Thank you so much! I have 15 levels ready to ship, while 25 more in the pipeline, introducing a new mechanic after every 5 levels (like a portal that takes marble to a different part of the level, if touched).

There is a LOT of polishing required, undoubtedly. and i will certainly make sure to pay special attention to that. :)

First off, whoever created the itch page needs a raise, or atleast a special praise for the genius way of merging cover with game window.

The game itself was fun and a rather unique take on the Countdown theme. I appreciate uniqueness in games and shall revisit this game time and again in the future. 

by the way, one of the few games i've tried in this game jam that did the tutorial so well. 

I DO have one tiny suggestion though....if you could move the Shrink to Spacebar instead of Tab, the fast-paced game-flow can remain preserved.

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

Oh nice! I like it when games experiment with Solitaire's gameplay. Very well made. The aesthetics are unmatched! From the start, where the stars move with mouse pointer. You also managed to cram in roguelike mechanic of choosing the ability!! One of the best tutorials i've come across, undoubtedly!!!

I have saved the game to play for later.

I hope to see you updating it regularly. :)

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

Oh yeah, definitely! Having animation on certain action and elements can spruce up the UX quite a bit! I do have plans to do so, along with a better BGM than just the ambient arcade crowd sounds.

Ah yes, the menu sure looks bland rn. I waited till the very last moment in building the menu. I should've planned better...I will make the menu much better, also include an intuitive level selection page so players can choose any level they wish to replay.

Oh yeah, the back button shouldn't be  I'm the mainemu, as that is the first screen in the game. Nothing exists before that.

I'll fix that. 👍🏼

The "Open" in tutorial is just there for teaching. But I'll replace it properly .

Number of pegs being unlimited has a reason. You need to hit ONLY the number of pegs shown in the background, but you can place unlimited pegs, so that you get an idea which peg location works for your purpose of reaching the exit. Then, after experimentation, you can restart and place the pegs in the right location you found by experimenting.

(Also, you can enjoy the random xylophone notes when marble hits the notes 🎶)

.

Thank you for reporrting the back button in main menu glitch though. I'll fix it right away 😊

(I entered the game only after reading all the comments, so I expected the slowdowns in controls manifestation and overall lag. So i went in expecting them and was able to focus on the core gameplay you guys worked so hard on)

Very interesting concept. You somehow managed to connect upwards verticality with downwards counting. And quite effectively too! Not to mention (because everyone else already has) the cutesy artstyle makes me never wanna leave the world you guys created. 

i can't wait to see how well the game feels, once you fix all the current issues in the game :)

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

Interesting game. the tasks were fun and easy to understand too!@ Great Environmental guidance.

But let's just say, If this game were a rocket, then the voice-acting would be the tip.

You guys nailed the horror aesthetics, ngl. I truly felt tensed by just being in that Hell's Kitchen. Never on my life would i have though i'd see a horror cooking game! 

While the core gameplay is understandably fun for a 4-day production, there were some issues, like laggy movement and interactions for ingredients being a bit of hit-or-miss. Nothing game breaking as such, except the timer begins while the initial tutorial and narrative text plays. Maybe start the time after that initial text?

I enjoyed cooking for devil.

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

good concept,  but please provide a short tutorial before the game starts. It can go a long way :)

I managed to serve 15 clients by the way, before the time bomb went BOOM :p

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

(1 edit)

me too! but i figured it out eventually. Won't really spoil it, but here's a hint:

Each number has a FIXED pattern in the cycle, and all other numbers rotate except for one you rotate.

It's mad game designers like you, why games like Undertale even exist. xD

Very unique concept, and refreshing take on countdown. Loved my time with it. It took me a while and about 4 brain cells to figure out the solution for "Exception" (seriously though, that level should appear much later, difficulty-wise) but once I did, it was satisfying as a brain spa.

Make more such games, i'm sure you have more such crazy ideas floating around in your noggin'

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

Brilliant concept!! I'm a huge fan of typing games. And this is an ENTIRELY different take on typing games. I got quite far, before my mana count went down.

I understand you implemented mana system due to the game jam theme, but without it, this would be an awesome narrative driven game.

Full marks for creativity for sure.

Only one complaint. I didn't know we have to type at the start of the game, since tutorial for that was missing. 

I thought the game as a concept was a FLOP. But soon I found out, that it was a great ________! :p

Seriously, let's collab, me as a narrative and UI designer, and you. Lemme know if you're interested.

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

I read the comments and yet i still went in to check if the game is there. It was. I suspect you ran out of time and couldn't finish it. However, I understood immediately what your game idea was, partly due to your short and understandable tutorial text and partly because I had submitted a game with similar idea in last GMTK game jam for LOOP theme, except you had to die in that one instead of restarting (This Game).

Please PLEASE finish the game, because I genuinely want to see your true vision. However, what is here is still amazing. The music is top-notch, and for a solo dev and 4 days dev time, it's really not that bad.

I must admit, yours is a much better take on the character repetition than mine.

Please do try my short game (also solo developed) for this game jam as well, and give me your opinions. I've built a game that i wanna grow and ship someday :)

(1 edit)

You managed to build a freaking roguelike game in 4 days!!!! That's insane!! Loved the artstyle and the beach vibes. I felt the game was too difficult, but it was a much better experience after 4-5 tries. That's the nature of a roguelike game, which you nailed it! Congratulations already from my end :)

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

P.S.: That Viking cheer when you end is chef's kiss!

The movement and look of the game is vey AmongUs-esque in 16-bits. That's a compliment, to be clear :p

The captcha puzzle sequence was unexpected and awesome! And the MUSIC!! I simply loved it. :D

Great job you guys! Keep up the creativity!

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)

Did you randomize the level layouts for each playthrough? If so, Great job in making sure each playthrough is unique. maybe try to increase the jump height for the space-cat, but otherwise, i loved my time with the game.

Yes, a SPACE-CAT!! You get two extra points in creativity for that  itself! :D

Please do try my short game and give me your opinions as well. I've built a game that i wanna grow and ship someday :)