Gasp Away!
Play as a castaway stranded on a deserted island. Send Morse Code through Smoke Signals by blowing on your trusty Campfire.
[ HOW TO PLAY ]
- All actions will be handled with a single button input.
- Tap your input to send dots or hold your input to send dashes.
- Signals are sent once the input has been released.
- Maintain perfect timing by pressing your next input when the bar reaches the green marker.
- Perfect Breaths will conserve the burning of your logs and extend play time.
[ CONTROLS ]
- Send Dots = (Tap) LEFT MOUSE BUTTON / SPACE BAR
- Send Dashes = (Hold) LEFT MOUSE BUTTON / SPACE BAR
- Pause Game = ESC
___
Gasp Away! was made in 72 hours for Ludum Dare 59.
Theme: Signal
[ DEV TEAM ]
- Matt Campbell: Game Design
- Callum McIsaac: Game Design
- Andrei Cabungcal: Core Programmer
- Edward Dai: Sound Design
- Burning Memory - 3D Modeling and Textures
[ HOW TO PLAY ]
- All actions will be handled with a single button input.
- Tap your input to send dots or hold your input to send dashes.
- Signals are sent once the input has been released.
- Maintain perfect timing by pressing your next input when the bar reaches the green marker.
- Perfect Breaths will conserve the burning of your logs and extend play time.
[ CONTROLS ]
- Send Dots = (Tap) LEFT MOUSE BUTTON / SPACE BAR
- Send Dashes = (Hold) LEFT MOUSE BUTTON / SPACE BAR
- Pause Game = ESC
___
Gasp Away! was made in 72 hours for Ludum Dare 59.
Theme: Signal
[ DEV TEAM ]
- Matt Campbell: Game Design
- Callum McIsaac: Game Design
- Andrei Cabungcal: Core Programmer
- Edward Dai: Sound Design
- Burning Memory - 3D Modeling and Textures
Tags: #3d, #arcade, #comedy, #funny, #indie, #low-poly, #ludum-dare-59, #morse-code, #singleplayer, #typing
Genres: rhythm


Comments38
I like the idea though, I think it's a cool space to play in.
I struggled a bit with the progress bar and timing. I wasn't always sure when to input or what was supposed to happen once a signal sequence wrapped up.
The core idea shines and the atmosphere is fantastic. So much fun!
At first the concept took me a little bit to figure out how it worked, but on a second play through i seemed to pick it up much better.
I wasn't quiet sure what the perfect breath was doing and needed to check here, so maybe a touch more feedback in game would help.
Graphics and audio feedback were quiet nice.
Hey everyone! Dev here,
Happy to see all of you enjoying your deserted island stay-cation. We appreciate all of the feedback we have received thus far and are aware of the UI issues brought up in the comments.
A fix is currently in the works to address those concerns but will need time to be done correctly. Our recommendation for now is to ignore the perfect bar and focus on sending the signals.
We appreciate your continued support and feedback as we improve our Tiny game and hope you come back to try the fixed version once it is available.
You are an absolute saint for dealing with our shenanigans both before and during our playthough. :sweat_smile:
- here, the letter graphics are simpler
- and yet the word count works
- and it's easier to see if a letter is partially coded
- the .exe at itch draws cards for each letter
- and yet the word count is always zero
- and it's less clear where we are in the letter
Is the .exe supposed to be a "post jam" version?
PS: why only now I got that "gasp away" is a pun on "cast away" 😅 I even told Kuvi the Wilson was a Cast Away reference....
An .html of the *proper* version was packaged and uploaded to this site moments before the deadline but the zip had errors, so the LD site defaults to a previous version we already had published to this page. The .html having errors is also why the itch page currently does not have a browser version to play.
To stay in "Cast Away" jargon, I say T.Hanks for this submission ;)
HTML, Windows and Linux builds of the post jam version of Gasp Away! is now available on our itch page. 🥳🥳🥳
The game says "perfect" every time, so seems about right, but still nothing really happens. It seems it turned into an accidental puzzle game. :D
the gameplay is the perfect amount of difficult and i got the hang of it pretty much right away, I really enjoyed it!
Those seagulls shot down by the smoke were truly pitiful lmao.
A bit laggy on the web version at the beginning but soon it works smoothly, the gameplay, music, and visuals complement each other perfectly, it should receive more attention.
I groaned when i saw morse code in the description but found it very fun how it was implemented.
I like rhythm games a lot and this was a good one.
I also like a game where i can learn while i play instead of having to learn so i can play.
In the post-jam version, the word count should instead say letter count or count differently. The number was always zero on the jam version, so it never came up as counting the wrong thing before. The post-jam breath circle was a good idea, it just makes the options controls slightly harder to use since it is rendered there too.
Some ideas for end/post game:
- Could be neat if a giant pelican saves or eats you depending on if you harmed any birds and got far enough.
- Would be nice to be able to scroll horizontally after game over to see what you spelled.
Lastly, good idea to have the birds fly behind the title of the start screen.
Would be fun to use blowing in the microphone as in input to the game :laughing: