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A jam submission

Sewer SauceView game page

Explore the sewers and fight horrible foes!
Submitted by MewTheSlasher (@mew_knight) — 2 days, 22 hours before the deadline
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Play Trash

Sewer Sauce's itch.io page

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Comments

Submitted(+1)

Writing my thoughts as I go, so forgive the train of thoughts style of writing.

I love the art. The music on the title screen feels super fitting for how grimy the art is. Sound effects on the menu are nice. The "VIOLENCE TIME BABY" transition screen is cute. Lots of good little touches like that all around. The attack animations are more entertaining than most RPGmaker games, so the battles are actually kind of entertaining.

"The Fat Man mourns the death of his dog." ;_;

I didn't heal after a fight with a few rats and wound up getting killed by a horse. My mistake. Starting a new run.

The gameplay loop is surprisingly fun and satisfying. (I say "surprisingly" because I usually don't really care for RPGMaker games.) Kicking the Cock Roach in the jewels was pretty amusing. I reached the end on my 2nd run. The end screen was cute. 

I don't really have any useful feedback to give, honestly. It feels like this was the perfect length for a game like this, the art is really charming, the gameplay loop was fun and the randomness between runs adds a little bit of replayability. I noticed a few spelling errors, but I forgot to write them down and can't remember what they were. Really cute and charming game.

Developer

Thanks a lot!

I'm really happy that you mention things that stand out compared to other RPG Maker games, since one of my main objetives was to avoid falling into generic gameplay/tropes.


Good luck on your game too,  see you on next DD.

(+1)

Game is fun as shit and has a hilarious presentation to boot. Looks like the game got updated since I last downloaded and judging by the comments a lot of my complaints have probably been addressed.

So all I'll say is this game is fucking awesome. I will probably replay this more throughout the week.

Total playtime: 2~3 hours, I lost track. Ugly Bastard killed himself in front of me at the cusp of our final battle and that I still haven't recovered emotionally.

Developer

Man, it makes really happy to know someone had fun with my game :)


Have a nice one.

Submitted

Had to put the volume on 5% to not blow my eardrums out a second time, why are RPGM games so damn LOUD? Also no way to set the volume ingame? Art is nice, liked all the weird creatures, there are pretty many different ones for such a short game (nice!). Game didn't overstay its welcome, had good writing, made me laugh a few times. Should maybe have removed the DEVKILL? Although I did use it just to see the ending after I died on the last boss with probably one hit left to kill him... A save closer to the end would have been nice, maybe after the cock roach.

Submitted

Really cool art and writing. I'm glad you went with mutant juice and kicks to the testicles instead of toilet humor. The choice to heal/meditate/search is pretty good, essentially resource management is rewarded with a free item although the drops are a bit too random for my taste because they can definitely make or break a run.

On that note, it's fine if this is the final version and all since the game is short and pretty good for what it is but you should consider implementing a save system next time because I honestly considered giving up more than once. This encounter right here can go to hell.

 

Developer(+1)

Yeah, those two deal lots of damage plus poison, I need to nerf them.


I could probably make it so you can save after each boss. I might make a quick small update since I've been getting nice feedback, and most things I can implement in a day or two.


Thanks for playing tho, Hopefully next game will be better.

(+1)

I've been looking forward to trying this. The updates in the thread got me interested, with how weird and unique they are. Here are my thoughts as I play:

  • I think games should start fullscreen. If someone downloads your game, and runs it, they are giving it their attention. By starting it in windowed mode, it's kind of saying "you don't need to pay too much attention here, this is trivial." Just give an option for windowed mode in my opinion, but treat your game with respect by assuming it deserves full attention.
  • The menu options took me a second to understand, which I like. Getting me in the mindset of the game right away.
  • Intro cinematic is fantastic. You have a really good style.
  • The game structure of action -> encounter -> action -> encounter is good. I think all it needs is some visual indication of forward movement. It doesn't have to be anything fancy, even a sort of zoom-fade on the tunnel ahead. Just something to make it visually obvious that once you perform your action, you are actually moving through the sewer. The premise is that you're trying to escape the sewer, so I think this component is important.
  • Unless there are reasons that come up later, it feels like the menus can be condensed by one layer. Fight/Item/Run on the top level.
  • A little bit of movement on the scene of Albert looking ahead into the sewer would add a lot. Even if its just his sprite barely floating up and down, or some alpha channel flickering on the background. Ideally, the background has a two frame animation. That would give the scene some life.
  • The smiling horse is really disturbing haha.
  • Blasting the grinning man with my gun was fun.
  • The prego rat is funny. 
  • Wish the sucker punch stayed in the #1 position though, so I don't accidentally use a ton of MP if Im clicking through
  • The mushroom? and mush man fucked me up. A few times, the difficulty felt like it randomly spiked way way up and I'd get slaughtered. I was trying to heal with my chicken nuggets, but they easily did double the damage I could heal a turn it felt. Maybe they were getting lucky with attacks or something. In general, I think the balance could be smoothed out a little bit. That is, the peak damage from any single fight is lowered, but maybe the amount of healing from bandaging is lowered a bit too. 
  • I'm really not convinced that starting completely over when you die is the right approach. What does that accomplish exactly? This is not a roguelike or something where every run is unique. Even for a roguelike, it's a damn hard sell to be starting over all the time. I think there are far more interesting things you can do with death than restarting. I was a few fights into the caves, and was feeling a good groove. I was having fun. Then I randomly died in a fight and had to start over, it completely takes all the wind out of my sails. My motivation to start over is basically non existent, even though I would really like to see more of the game. The potential of getting randomly cratered after spending however long is just too off-putting. Fortunately, I think this is not a hard fix at all. 

Overall, a cool little RPG with an extremely unique style. There's something really devilish and grotesque about the whole thing which is appealing in its own bizarre way.

Developer

Hey, thanks a lot for the feedback!

Completely agree with everything, and while the game is complete, I might make a mini update to add some of your suggestions (the small animations for transitions should be easy enough).


Starting fullscreen sounds like an obvious one, so I feel a bit dumb for not thinking about that.


Anyways, I'll do better in the future, and good luck to you with necrovale!