A downloadable game for Windows, macOS, and Linux
You've never left the wizard academy before, but today you were knocked out the window! As a novice stranded in an unfamiliar world, undertake a journey to find your way back home. Along the way, get to know the land of Scrabdackle for the first time – and the impact wizardkind has unknowingly had upon it.
Scrabdackle is ahand-drawn action/adventure game about going exploring, with non-linear progression and a unique mix of skill-based challenge and accessible gameplay. It features a vast, intricate overworld, tight and responsive combat, cheeky banter, and pages of lore to discover – all under a coat of playful charm.
A 2D top-down action-adventure focused on exploration and combat, Scrabdackle is the journey of a novice wizard getting to know their own strange world for the first time.
Scrabdackle is being published byFellow Traveller.
Scrabdackle is currently a vertical-slice demo, starting development in mid-May 2020, and becoming a full-time project in spring 2021. The "v2" of the demo launched in August 2022, and the full game (planned to be quite huge) still doesn't have a firm release date yet. Though all systems are complete, there's plenty more content to build, and I'd love to have you along for the ride!
Other ways you can follow:
Art, music, programming, writing, design by Jake, aka jakefriend. Built in Godot game engine. Full credits in-game.
Status | In development |
Platforms | Windows,macOS,Linux |
Release date | Sep 01, 2020 |
Rating | Rated 4.8 out of 5 stars (144 total ratings) |
Author | jakefriend |
Genre | Adventure |
Made with | Aseprite,Godot |
Tags | 2D,Action-Adventure,Boss battle,Exploration,Hand-drawn,Metroidvania,Pixel Art,Singleplayer,Top-Down,zeldalike |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard,Mouse |
Links | Steam,Twitter/X,Soundtrack |
Note for Mac version: Since the game is exported on a non-OSX platform (Windows), you will need to tell your computer it is okay to run the 'unlicensed' game. Sorry for the inconvenience; it's a Mac-thing outside my control.It's substantially easier to just play the demo on Steam:https://store.steampowered.com/app/1578720/Scrabdackle/
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I found a softlock lol. Idk if you already know, I just wanted to say, in the golfing mini-game if you hit the mote just right at the last stage, the map will disappear (cuz it says you won) but the mote will just keep respawning, as it thinks you missed the shot, and it will just fall and hit the ground, then move back up, and do it again (and the walls were still up so you couldn't leave, and you couldn't talk to the person). I had to go to the main menu, and go back in lol. (just wanted to say this, this may already have been addressed I'm not sure) (You have to hit it right between the water and the ground.)
Thanks! It's actually less painting and more of a line art cartooning style - books on principles of animation would be more useful than on painting, I think! That said, this is just my personal style that's grown over time; I haven't used tutorial resources for art before so I don't have any to recommend 😅
I like it, though, the only problem is that my computer can run it xD, it has good fps, the only part my pc died a bit is when you get the wand and starts a little fight, not 0 fps you know, but it was unconfortable, apart that, i like very much the personality the game have and the design of characters as the intro, epic btw, and the ost too, is very good, the only thing a bit strange was the design of the wand, is like a bit strange, like a different style of art, but when you have it in your hands, you do not notice that.
Nice and fun game I have tried some time ago via Itch app on Mac. Definitely worth to try.
Due to limited time I have only played it for a short 30 minutes or something, so I just seen a small fraction of game and need to explore it more some day.
Jakefriend also shares his knowledge and insights in various places for anyone interested in gamedev.
Thanks for making a video, glad you enjoyed it! Just noticed that you were actually playing an old buggy build from Sept 2020, when the most recent build is April 2021 with much more content and polish in general - so some of the awkwardness you ran into is long-since dealt with! That said if you're interested in checking it out again, I'd just wait a few months more until the updated demo comes out :) Cheers!
This game is probably the 2nd time I’ve spent most of my time off, the progress is as non-linear as it says and the assist mode just helps when your just trying to explore. i can see this game being very famous soon, it’s just sad my bad device has to go out of it’s way to lag on such a simple yet addictive game. Hope there’s more optimization in the future. I know this is a demo but it already seems like a fully fledged game.
Hey, great game!!
I hope you don't mind that I streamed the game and made a YouTube video on it! Was very fun and had a blast. I got 8 out of 9 stars and even got both Octahedron's [Had to buy one for bragging rights ;) ]. It took me over an hour just to defeat the Waking Fossil [Such a good any% run ;) ]. Was surprised by the difficulty of the fossil compared to Little Lord but oh man was it fun.
Love everything about the game! Can't wait for a non-demo version, I'm a fan! (also congrats on destroying that Kickstarter).
3 years late, but:
Tenacious Hunter- Grinbles spawn up to 4 in a given room, but you get +50% damage
Fractuous Arcanum- when you overcharge your magic condenser (use too much magic), some amount of your bits explode out of you and disappears after a few moment; but you get +25% magic bit drops from enemies and obstacles (it shouldn't affect other magic bit sources if I recall correctly)
Captive Magician- Blue moves like they're constantly on ice, but your magic recharges 50% faster. Or 25%, I don't remember this one
Hi arsenkka, that happens when your computer can't handle the GLES3.0 open source drivers the project uses. If you message me at jakefriend.dev@gmail.com or on the Discord server (link above), I can get you a copy of a GLES2.0 export that will work.
(The full game will have a proper configuration file that manages this, but for the time being, it's just a separately exported executable.)