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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
Devlog 32: Making Jackstrap's art feel cohesive. I'm redrawing attacks for UI cards, keeping elemental effects in color against black-and-white ink, refining a ~32-color palette, and working on gems and enemy roles. zurl.co/YGkJg
Enemy animations are drawn and colored. Now come dust, impacts and screen shake, because a flying headbutt deserves some drama. Devlog 31 - Enemies Start Moving zurl.co/sUYlP
Chompers is already running, attacking and dying beautifully. Three core enemies, a couple variants, clearer silhouettes, better scale, and proper animation sets for each. Devlog 30: locking down Jackstrap's first enemy lineup. zurl.co/19iFy
just sent my lawyer a ZIP with 20 legal files and threw in a REAMDE.md so he knows how to navigate it. lol, no idea if people do that, but if someone sent me 20 files, I’d definitely appreciate it.
new devlog up. the Nutcracker problem: how do you avoid every enemy looking like the same wooden soldier in a different hat? answer: huge mouths, big gums, and moves inspired by the creepy, jerky Attack on Titan runs. it gets under your skin zurl.co/y45iA
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
devlog 27: more directions, more enemies. filled in missing attack art, pushed nutcracker variants until they started becoming actual enemy types, and fixed a bunch of annoying engine issues along the way. zurl.co/gysAY
the nutcrackers are starting to infect more than just the enemy art. devlog 26: clearer movement roles, cleaner attack flow, new enemy behaviors, and a deep dive into heavier, weirder versions of tchaikovsky’s the nutcracker. zurl.co/jSuRd
oh, and those are screenshots of jackstrap's gamedev whiteboard. it scrolls down to infinity
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.
Early this summer I started storyboarding a short promo for Jackstrap. The goal: explain the stupid premise and the actual game in under a minute. This devlog is about figuring out the scenes, gameplay beats, and how to make the pitch actually clear. zurl.co/hQ9W6
Earlier this summer, I made a fake prestige movie poster for Jackstrap. It was fun. It also exposed a bigger problem: Jackstrap is easy to explain as a joke, but harder to explain as a game. So now I’m working on a proper explainer trailer. Devlog 23: zurl.co/iLoTS
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
Devlog 22: Meet the Nutcracker Legion This feels like a big milestone for Jackstrap: I finally found the enemy that makes the whole game click. Jack protects the Family Jewels, nutcrackers wanna to crack 'em. zurl.co/lqAfjHonestly, I should've seen this coming sooner.