About Scrapworks (twitter: @Mariehane)


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Thinking outside the box
Awarded by Threef
on December 8, 2014

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Alternative route keeping the game on the screen

Posted by (twitter: @Mariehane)
Monday, December 8th, 2014 10:40 am

We never really got the chance to post a development update, but we felt inclined to squeeze one in here so here it goes.

As you can see down below, we chose to try and be a bit innovative with the theme, or atleast that’s what we believe we did anyway.

thats a very small scree… – oh wait nevermind

The basic mechanics of the game is rather simple, its’s a dungeon melee-based roguelike with enemies and upgrades. The premise of the game is to try and reach the highest stage possible. Every time you progress the game gets slightly harder, as well a slightly higher mob density. Initially the stages were planned to work sort of like binding of isaac, but because we never really got around making doors, we chose to make progess based around clearing stages. With this, the player has to both explore everything and kill all enemies without dying. We hope this might incentivise a more interresting playstyle of speed-clearing rooms(too little time for making doors D:).

so let’s get to the real flavor of the game. the items, and stacking them

why open the chests when you can slice em?

Items can be obtained from chests, spread out randomly through the dungeon. currently we have limited the spawn of these things to one per level(“stage”)

every item brings a visual change to your sword, and all these changes stack as well. to get a better idea of the itemization, more gifs have been provided below.

Item: The force awakens ( ͡° ͜ʖ ͡°)

Item: Sword Longevity


Item: rune of ferocity

So yeah that’s it. Hope most of you all had fun, don’t forget to post and rate games!

We’re in for the 5th time!

Posted by (twitter: @Mariehane)
Thursday, December 4th, 2014 9:54 am

Looks like it’s our fifth time entering LD!

Click here to view our previous entries!


We’re going with the usual setup:

Coding: Gamemaker

Spriting: Gamemaker/Photoshop

That’s all for now…

At The Last Minute

Posted by (twitter: @Mariehane)
Monday, December 16th, 2013 2:55 pm

Runner 2013-12-16 15-07-04-59

Inbetween voting on other people’s games i thought i’d post ours since it went up earlier today.

> Click here to play and rate At The Last Minute <

GIFs Galore!

Posted by (twitter: @Mariehane)
Sunday, December 15th, 2013 12:08 pm

Title screen!


Running through the first level

The game mechanics are pretty much done, so now it’s time to add levels. So far we have:


Grappling hooks


Sprinting, spikes and death


Crystals that unlock doors


First day’s progress..

Posted by (twitter: @Mariehane)
Saturday, December 14th, 2013 7:03 pm


Got movement, collisions, grappling hooks and a whole lot of art done today.

Back in the game

Posted by (twitter: @Mariehane)
Thursday, December 12th, 2013 10:21 am

hah, back in a team again and going for the jam competition,

we’re going to work with gamemaker studio and maybe photoshop as well.

Good luck everyone!


We are in this thing!

Posted by (twitter: @Mariehane)
Thursday, December 13th, 2012 1:44 pm

We are in for the fourth time. If you would like to play our previous game, then go ahead!


We’re going with the usual setup:

Coding: Gamemaker 8.1

Spriting: Gamemaker 8.1/Photoshop

That’s all for now…


Posted by (twitter: @Mariehane)
Saturday, April 21st, 2012 3:02 am

The black circles are the range of the planets’ gravity. They’re random size. The white ball in the lower left is the sun. All planets orbit around it!

So, this is what we got so far:

You’re a little creature flying around in space landing on planets, and then jumping of them again. All of the planets orbit around the sun in the middle where there will eventually be a final boss.

It will be rougelike-ish in that you will have to restart if you die.

We’re in!

Posted by (twitter: @Mariehane)
Sunday, April 15th, 2012 6:07 am

Were in for the third time and we’ll be using:

  • Gamemaker 8.1 to code
  • GIMP/Photoshop for the graphics
  • Sfxr for sound effects (maybe)

And its up

Posted by (twitter: @Mariehane)
Monday, August 22nd, 2011 12:17 pm

The menu for our game

Almost finished!

We’ve got the mechanics working and now we just need to utilize said mechanics in some sweet levels.

What we have so far:

  • Running
  • Wallrunning
  • Walljumping
  • Sawblades
  • Sliding
  • Ramps
  • Crushers
  • Flying enemys
  • Glass which breaks
  • Particles
  • Checkpoints
  • Health
  • Slowmo/bullettime
  • AI
  • Background tiles
  • HUD effects

Standing in the gunfire of some drones, surrounded by sawblades.

You control with the arrow keys, Z and X. You jump higher the faster you run, if jump while running towards a wall you will run up it, and if you press up while wallrunning you will jump off the wall.

If you press Z you will turn on slowmo/quicktime which drains the yellow meter in the lower-left. It will make you run faster, make bullets show trails, and makes it easier to avoid stuff.

link to game: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=4909

So far…

Posted by (twitter: @Mariehane)
Saturday, August 20th, 2011 6:15 am

Here’s a quick screenie of our newest addition to ze game, buildings!

Here’s what we have so far:


Giant crushers


Fluent movement

Retarded dancing glitches

We are in

Posted by (twitter: @Mariehane)
Tuesday, August 16th, 2011 9:38 pm

Indeed we are, good luck to everyone!


(also like a boss)

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