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Scrabdackle is a hand-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.
You'll discover secrets, meet the land’s curious inhabitants, master new spells, study magical creatures, and overcome challenging bosses.

Inspired by classics like Link's Awakening, An Untitled Story, and Hollow Knight, Scrabdackle is a project designed, animated, programmed, and scored by one developer wanting to make a world worth getting lost in.
  • Expansive, non-linear world allows for high replayability. The map can be navigated in any order on any playthrough. Try a different route every time!
  • Secret characters, areas, storylines and oddities hidden where you least expect them. The more you explore, the more you’ll be rewarded with unexpected and delightful encounters.
  • Tough-but-fair bosses with tight, challenging combat. With some practice, you can walk away from any fight unscathed. Or, toggle assist settings to define your own challenge.
  • Unique storybook visual style made with hand-drawn line art and a pixelated brush.
  • Optional dialogue that doesn’t take control away from the player. Just walk away mid-conversation, and characters will wave you off.
  • Fill out your official wizardly notebook by scrying new creatures and documenting your findings! Review your field logs any time to see the world in closer detail!
  • Charming original soundtrack with new tracks for every corner of the world.
  • Tons of spells and relics to master. Swap magic powers on the fly to face any type of challenge any way you want!
Scrabdackle
jakefriendDeveloper
jakefriendPublisher
2023Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (71 reviews)
Public Linux Depots:
  • [0 B]
Patch notes - 0.5.12e

Patch notes - 0.5.12e:

  • Backup save files are also created when the game saves

    [/*]
  • Added a dialogue line post-WK fight clarifying that Witchbrand can cut through cell bars.

    [/*]
  • Added player hitless buff during boss fights (explanation below)

    [/*]

The hitless buff (called Heroic Surge in-game) is a QOL update in response to some feedback about boss fights. My design approach is to use the early stages of a fight where attacks are slower and isolated to teach you to master the later stages where attacks are faster and in tighter sequences, and to give you some extra health for each phase/bracket of a boss health bar you make it through.

It came up in some community discussions that if you\'re still learning a later phase, but have mastered an early phase - to the degree you\'re not even getting hit - that you\'re sort of unrewarded for that. In particular, the health pickup for clearing an early phase hitless can go to waste if you start well, and can\'t be saved for when you\'d want it later in the fight, when you\'re taking more hits against a phase you\'re not as strong at yet.

On thinking about it, this was... really valid! So I\'ve added something to specifically reward mastery of early boss phases, to help expedite you getting back to the parts you haven\'t mastered yet:

  • If you get through an entire boss phase without getting hit at all (regardless of your health), you\'ll activate Heroic Surge.

    [/*]
  • During Heroic Surge, your damage will increase by a flat amount per-hit - this is equivalent to around 50% more damage with Strata Blasts, but it\'s not percentage-based so varies a bit from spell to spell; you\'ll notice it more with weaker attacks like Strata Blast than already-strong attacks like Arc Bomb.

    [/*]
  • You\'ll stay in Heroic Surge mode indefinitely until you get hit - at which point you lose the buff.

    [/*]
  • You can always re-enter Heroic Surge state, but you\'ll need to survive a subsequent phase hitless to do so, since you already got hit that phase.

    [/*]

The reward here is specifically for demonstrating mastery, which is why the damage buff is so strong (although, I\'m always open to tuning it more against feedback). If you can already no-hit a boss phase, a damage boost only equates to helping you get back to the content you haven\'t yet mastered faster, you know? And if you haven\'t mastered the fight yet, there\'s still benefit to working through that phase again on repeat attempts until you have.

If that sounds a bit confusing to read... well, it makes more sense in play, maybe, try it out! There\'s some fun effects to go alongside it.

-Dev mode Jake

[ 2025-12-12 21:51:07 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 14+Memory: 2 GB RAMStorage: 200 MB available space
  • Memory: 2 GB RAMStorage: 200 MB available space
  • Storage: 200 MB available space
  • Memory: 3 GB RAMStorage: 200 MB available space
  • Recommended Setup

    • OS: Ubuntu 14+Memory: 3 GB RAMStorage: 200 MB available space
    • Storage: 200 MB available space
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