7 DEEPS by ardorugus
Still Player mumbled "We are seven". (in a deep hoarse voice)
Hand-drawn art by Ramona Storm (@ramona-storm). Title art is a painting drawn with coffee exclusively for LD48 JAM.
Original sound by @ardorugus (best experienced in headphones).

A philo-psycho thriller with some stunts.
7 little fishes. Or children. Or worse.
Loops. Loopholes. Deeps. Deeperness. The actual lore is revealed in the end.
Three possible endings (all legal). Some fallbacks.
Go deeper.
...or...
ARDSKAPE https://ardskape.itch.io/7deeps PC/rar/try/download
The idea and process behind the game: 1devkitchenlog 2devkitchenlog core-lore poetry 3devkitchenlog
| PC/WIN/rar | https://drive.google.com/file/d/1vet-GBHh0K7VRI0JRLI_iBDfNJH71qXt/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/7-deeps |
Ratings
| Overall | 1649th | 2.991⭐ | 60🧑⚖️ |
| Fun | 1771th | 2.535⭐ | 59🧑⚖️ |
| Innovation | 1237th | 2.983⭐ | 60🧑⚖️ |
| Theme | 1139th | 3.474⭐ | 60🧑⚖️ |
| Graphics | 1547th | 2.941⭐ | 61🧑⚖️ |
| Audio | 762th | 3.368⭐ | 59🧑⚖️ |
| Humor | 770th | 2.857⭐ | 58🧑⚖️ |
| Mood | 1297th | 3.207⭐ | 60🧑⚖️ |
| Given | 99🗳️ | 117🗨️ |
The art was definitely the high point for me, the tree that you have as an image above is really cool! The fish were also pretty cool, but it seemed like they would only show for like a frame?
Very unique game!
If you have a little tutorial it will be enough to make the game amazing - it’s interesting enough! Good work and my compliments, I hope you continue to work on this project.
@kr4ft3r nice phrase to emphasize our concept). Thanks! The music is best listened to in headphones. I'll upload main theme on soundcloud soon, maybe slightly enhanced for stand-alone listening.
@snifferd owls are not what they seem) well, fishes...
@studio-gomp thank you!
@snickers-cat for now it's more of a game with a think your own story concept, but we think to go on with further development.
@space-man thanks for playing! Some choices are not even choices, even have no choice to be choices themselves)).
@sam-onella nicely put review, thanks for the deepness.
@thesambassador it's really not random, and there's much lore behind the scenes. I'll write a devblog later, telling some stories. The fishes are almost a 25th frame effect, which becomes a weird fun after some loops, and you remember them. Thank you for commenting and complementing the title art!
@lrvstudios we have some deep lore, but we had no time to get into huge scripts, so decided to make this one playable on subtext through short phrases and strange solutions. So to present our game as an art-house experience we skipped tutorials. Yet, aye, we're going to get deeper into the development of the game based on this one with full lore revealed, along with new mechanics, art and animations. Thanks for playing and good words).
Still, it's one of the more unique LD games I've played. It would be interesting to see what it could turn into.
I got to the part with the tree and saw a bit of explanation on the lore...but maybe it could have explained things a bit better, maybe this game and this genre is just not for me, but I didn't really get the intention of the game I'm sorry.
Narrative wise I always appreciate stuff that's a little more open-ended and open for interpretation, so I really liked the paths you laid out. As I continued to play through multiple times to try to find different endings, it sorta gets in your head a bit which I think is the point!
Also I'm pretty sure I did have hands and not fins before playing this...
Well done!
@cdunham vaguely that sounds quite what we're aimed for). Aye, there's some specific lore, but due to lack of time or skills we decided to go with a see your own picture thing. Think of this game as a core to our iceberg.
@thecritterscove "Death is a fisherman..." (c) Benjamin Franklin. There's also another poem hidden in there, I'm going to reveal it in the next blog post. Appreciate, you enjoyed the experience, anyway, and having a compliment on "unique" makes us utterly thankful.
@tanner-shelton we'll have more art and more sense then, more game also. Still, the sense is out there.
@escapade we didn't aim for a horror, actually this game is about overcoming and becoming yourself. Maybe, being like this now, it's really not for everyone (it's not), but we'll transform it into a bit more fun and clear experience.
@systemeffect oh, so deep thank you! I believe, we aimed for mood, art, audio. The humour was a bit of an improvisation with some citations (like adapted "I have no mouth but I must scream") that came by at the moment. It really starts to feel like viral thing, when you play it several times. Then your mind does the trick and creates its own story. You got the point here! If you've got fins (even if extra, hands-replaceable), hope you are flying.;)
understand as a player. It's an interesting take on the theme and I like the fact that as a player you
always have a choice. Also it set the mood very fast so well done, I had a great time. Good job !
There is my LP :slight_smile:
https://www.youtube.com/watch?v=_RagftZIxqU
Another proof that video games can be piece of art.
Well done !
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
1 - Mechanics, Learning and Flow:
The main mechanics of the game are making decisions, in a way the decisions are based on textual clues (some seem to be based on the narrative behind everything that is being told, while other decisions seem to be illusory and/or rather subjective to those who built the narrative).
Learning to play is a little difficult, as there is little feedback about doing it right or wrong, just the non-repetition of the elements and the appearance of new elements tells us, approximately, that we are advancing.
The game flow generates some anxiety, as there is little control over the gameplay (in part it also depends on being able to understand English, understand expressions, tune in to the intended narrative and capture imagery messages).
2 - Graphics, Audio and Narrative:
I separate the images into three groups in this game: (1) the basic images (sometimes the text tries to guide us to understand what they are about (for example the door)); (2) the figures (mainly of the fish, but, sometimes, of elements added to the most basic figures; (3) the fuller figures (like the last two images that I saw in the times that I finished the game, like the example of flying fish through the skies).
(1) It would be interesting to improve these images to better pass the narrative and save text.
(2) They look good. They last a short time on the screen, I would like to see them for a longer time. They can be polished in a post-jam version.
(3) They were very good. I felt like having a picture with the final picture (which I put in my previous comment).
About the audio: (1) the sound effects were interesting (I even got scared at a certain moment); (2) the soundtrack was very interesting, engaging and immersive in my view.
The narrative has a content that I found to be quite subjective and enigmatic, I still have many doubts about what it was exactly (it seemed to me a reflection on the relationship between some people and on what happened with those people and, as I understood it, with the world).
3 - Culture:
With the narrative clear, I think I could draw some parallels. In addition, the game seems to reach good references for the visual arts (very good figures). In addition to involving human relations issues and, as I understand it, the unfolding (or reflection in the world) of past events. I'm still trying to understand.
4 - Monetization:
I believe that with greater clarity the game can strengthen the portfolio of those involved and, in my view, the arts (very good figures) could even be placed in paintings and hung on walls. Hahahahahah.
Tons of originality. It's mysterious in a lot of ways. Nice work!
Not sure I completely understood the concept, but this game is playing with my mind. There's a certain level of psychological thriller there.
Nice submission!
I don't know the answer but it was cool nevertheless.
The looping nature of it was disorientating but the use of changed options helped to make it clear that the entire game hadn't full-on restarted.
Good stuff!