Moochi Games - Jackstrap

Moochi Games - Jackstrap

@moochi.bsky.social

moochi.games - Jackstrap game Solo #gamedev, #godot, hand drawn animations.

3.2K followers5.7K following665 posts

I've spent the last few weeks making a bunch of different versions of jackstrap, trying to figure out how to make the game more fun. different combo systems, enemy behaviors, wrestling, pinball, puzzles, beat 'em up... pretty much anything I could think of.

this is my current menu of playable experiments. and it's not even all of them. some were terrible, some were surprisingly fun, and a few made me question the whole direction of the game.

I'm actually pretty excited about some of these new variants! still figuring things out, but I think I'm getting somewhere. can't wait to show you some updates soon! #indiedev #gamedev #godotengine #indiegame #devlog #jackstrap

I'm making a game about a living jockstrap protecting his family jewels. naturally, the enemies are Nutcrackers. meet: chompers, nutshot, crackstache, and a couple of their unhinged friends.

I've been staring at my game's combat for months and can barely judge it anymore. This is Jackstrap, a 2D action roguelite about a sentient jockstrap fighting Nutcrackers. Does it actually look fun? Honest criticism welcome.

This must be the most egregious and annoying dark pattern. @Xiaomi makes you wait 60s to press a button for you to download your _own_ data. ...then tells you you could wait 15 working days for it. I almost lost it when I saw this. guess I'm buying the fit air after all

Devlog 28 I made Jackstrap a soundtrack: Nutcracker meets heavy chiptune — and it SLAPS. Then I asked AI to turn Jack into a 3D model. It had no idea who Jack is. Comedy gold, zero usable results. New devlog is up — come laugh at the AI's attempts. zurl.co/vxTzE

zurl.coDevlog 28 - A Soundtrack Direction and a Failed 3D TestThe soundtrack direction takes a big step forward, while AI 3D reconstruction proves much less useful for Jack than expected.

Jackstrap is a hand-drawn arena survivor about protecting the family jewels from an army of nutcrackers. that sentence is also most of the design document. this is the first nutcracker enemy, learning to walk

oh, and those are screenshots of jackstrap's gamedev whiteboard. it scrolls down to infinity

Moochi Games - Jackstrap@moochi.bsky.social

I’ve been pretty bad at keeping up with social media while working on jackstrap. so I’m fixing that. from now on I’m going to make an effort to post regularly, like every day. reminders are set and I got a pretty big backlog of stuff I never shared. expect more jackstrap here.

I've shown Jack a lot, but not nearly enough of the other half of Jackstrap: the enemies. at this point, I think the Nutcrackers are just as important to the game's identity as Jack himself. so here's where they came from.

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a lot of the work has been figuring out how much personality I can squeeze into very small sprites. idle, run, attack, hit, death, direction changes... they need to read mechanically, but I also want them to look like angry little idiots while doing it.

there are currently around half a dozen enemy designs in the game, with a couple of them being variations. I'll show them properly one by one later. for now, this is the little army Jack has to deal with.

I've shown Jack a lot, but not nearly enough of the other half of Jackstrap: the enemies. at this point, I think the Nutcrackers are just as important to the game's identity as Jack himself. so here's where they came from.

View full thread

I didn't want generic monsters that just happened to be chasing Jack. the enemies needed to belong to the same stupid little universe as everything else: slightly threatening, slightly ridiculous, and immediately understandable without much explanation.

so they became a family of Nutcrackers rather than one repeated enemy. different shapes, sizes and behaviors, but all clearly related. some are variations of the same basic idea. others push the silhouette and personality much further.

I've shown Jack a lot, but not nearly enough of the other half of Jackstrap: the enemies. at this point, I think the Nutcrackers are just as important to the game's identity as Jack himself. so here's where they came from.

the basic idea was almost embarrassingly simple: you are Jackstrap. yes, the protective underwear.those are Nutcracker dolls. ...bad combination. once I had that, it felt like the whole universe had somewhere to go.

I’ve been pretty bad at keeping up with social media while working on jackstrap. so I’m fixing that. from now on I’m going to make an effort to post regularly, like every day. reminders are set and I got a pretty big backlog of stuff I never shared. expect more jackstrap here.

End of summer feels like a good time for a quick Jackstrap refresher: Jackstrap is a hand-drawn arena survival game where Jack protects the Family Jewels from an increasingly deranged army of Nutcrackers. Move, build combos, survive. Very serious business.

Building Jackstrap around a roughly 32-color palette, with #7D4BC3 as the star of the show. Limited enough to keep the art coherent, flexible enough that I don't have to fight the palette. Would you keep the palette tighter, or let it grow?

Gave the devlogs a little cleanup. Now has a two-column layout, with media and text side by side. Much easier to read and browse. Still deliberately simple, not trying to win awards with the website... I just want a place to document making the game. zurl.co/oFlGa