
SCRAPBRAWL

"in a world where everything has gone wrong. Only alcohol can fix the situation...."

ABOUT
Breaking patterns in 7 days is our adrenaline shooter on Tiny Embers Jam #002!
Created by two madmen, this project is not just a game, but pure, distilled smoke. Inspired by Postal 2 and Ultrakill, we've mixed freedom, brutal absurdity, and frenetic pace to deliver something wild, like a kick in the ass.
What awaits you?
Mechanics, where you yourself decide how to arrange chaos.
Speed and style at the level of the most reckless arena shooters.
Blood, madness, screams, and a drop of dark humor.
Improvisation in every fight - you just never get bored.
This is a game where you don't just pass the levels - you leave behind fire, destruction and a lot of bodies. We knew we were doing it temporarily, but we squeezed the maximum out of the deadline. If you like non-standard, dirty, but well-beaten shooters, you are at home.
READ ME.txt
WINDOWS VERSION IS MORE STABLE THAN WEB (on wed version more bugs that i cant fix Xd)
<fire 1> = <mouse 1>
Before playing, you need to understand that attacks have no effects. So be careful — each weapon has a different effective range!
if you have a question dont be scared to ask them in comments (porko will answer as soon as posible )
AUTHORS
PORKO(YK)
2d artist, game designer , developer, music artist
AEL -POLINA
3d artist , music artist
Status | Released |
Platforms | HTML5 |
Authors | porko, Ael_Polina |
Genre | Shooter |
Made with | Unity |
Tags | First-Person, No AI, Retro |
Download
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Comments
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It took me a while to realize that it was a manual reload with the “R” key. I played all 5 levels and went all the way through.
Hello, thank you for playing and sharing your feedback.
A flash of inspiration from one, unknown; I woke up ready to face this challenge again. I appear, once again, fist to my face, ready for what awaits me in this barren wasteland I could not navigate my last time around. As I navigate towards the brick wall, my old rival, I am filled with determination to bring the behemoth down. Inching closer and closer with my fist to face, the wall shivers more and more. As I take my final step towards it, *POW* "I did it! I took down the wall!", I have defeated my first foe, not yet realizing what's more to come. As I walk past the recently defeated "wood wall", I find the ability to almost fly. I ran, jump, crouch, over and over, building up momentum infinitely. Gaining a high velocity and merely jumping sent me flying forward. Any challenge that awaited me would easily be defeated. Or so I thought, I found these strange, hooded beings, using my fist I defeated them. Wondering why I had to reload my fist, I flew away to the next enemies, accidently phasing through a wall, and another. Then finding a peculiar pair of scissors, I used them to clear a few hooded creatures, though having to stand still doing so. eventually making it to a sign that told me to go left. going left up these steps I realize; "Am I too fast? Why can't I get up these steps?" I get clipped on the last step, unable to reach the next stage. Pressing "CTRL" to try and shimmy my way up didn't work. As I pressed "CTRL" I then got harshly reminded on how to close tabs using a shortcut; "CTRL + W". That is where my journey for now ended.
Hello, thank you for playing and sharing your feedback. It was useful. At this stage, I will say that
1. the "hands" recharge due to the fact that the player gets tired of waving them. (and recharge accordingly = rest)
2. the player is fast to maintain authenticity to the original idea (a kind of authenticity)
There I was, my own fist to my face. I was wondering, "why am I trying to punch myself?". Then I realized, I wasn't. That is just how I get ready to punch other things. I try to learn about my surroundings in this blurry monotone world, and find out I can crouch with "CTRL", but as I do so and try to move forward... I then remember "CTRL + W" closes the tab. I reopen this game, hoping to find better controls, but then as I wander away from where I started... I find a wood wall, "Fire1 to break wood walls" it says. So then I press every key on my keyboard, until I hopefully find the "Fire1" key. But without prevail, I then close the tab and go to the comments. Where I find there is no visual effect and that the button to press is "mouse 1". So I open the game again, go to the wall, and press "mouse 1" over. and over. and over. Yet still to no prevail, no visual instructing me how well I am doing, and the wall is still there. After this miserable defeat, I am left hopeless. Maybe I shall return again and find another way around the wall I have found. "Was it even a wood wall?" I ask myself, "Should I look for another wood wall?" I question myself again.
Hi, thanks for the review. I advise you to try standing close to the wall and pressing the mouse button 1 (right there near the wooden texture)

Neat mood, I think the game would benefit from greater clarity of systems, like more hit feedback when attacking enemies, finding a way to show the player what the green boxes do (I realized they were heals by the end), or more direction for the narrative. I think you have a good base! Just rough around the edges.
Thanks for the feedback, it's quite useful, but we decided that this would be enough (with the team) (and yeah green boxes is heals)
The attack button is not working, or I misunderstood something, but what does Fire1 mean?
left mouse button (you need to stand near the place to attack(it have not any visual effect of attack))
Well, I figured out how to break the wall, and I really liked the game. The only problem is that the character sticks to the walls, which is especially annoying in the factory when you need to climb to a height
Thank you for playing. Player feedback is important to us - and it motivates us to move forward!
1 - and about "sticking" unfortunately this is a Unity problem that I don't know how to fix T-T
2- Regarding enemies, I think it depends on your playing skills. And also on the weapons you picked up ;) (on the level with the factory I wanted the player to try out a ranged weapon)
I solved the sticking problem by adding a physical material with the following settings to the player's collider. This may not be suitable for all games, depending on your goals, but it might be helpful for you.
thank you!