Scrap Story
A downloadable game for Windows, macOS, and Linux
Coming... Soonish!
Overview
One rainy morning your brother decides to go on a journey to find a legendary treasure. Worried about him, you decide to go after him knowing the dangers that guard the fabled treasure. Will you be able to find him or will he fall to a terrible fate?
Featuring a turn based combat system with quick time events on both offensive and defensive abilities allow you to stay engaged with the combat at all times. Several equipment options give you the freedom to build your strengths to suit whatever playstyle you like. Team up with partners and recruit the local villagers and even tame the wild critters to fight alongside you.
Platforming & Exploration
Several light platforming challenges will stand in the way of your adventure. Run, jump, and transform into various paper shapes to clear them. Equipment also functions in the overworld to help exploration such as smashing rocks with your hammer or cutting down tall grass with your sword to find all the secrets that await.
Quick Time Event Turn Based Combat
In combat, you cannot sit idle and watch what happens. Nearly every ability will require you to perform a "Chance Time Command" to wildly improve your abilities properties. You can also take the initiative during the opponents turn by actively guarding, countering, or risk it all on a well timed parry to reduce enemy ability effectiveness.
Partners & Guest Party
Along the way you will meet a few characters that will team up with you to further you abilities in both the overworld and combat. Additionally you can recruit any villagers or enemy in the game as a guest character to help out in combat.
Crafty Customization
Three different types of equipment allow you to customize your character to suit whatever playstyle you like. Tank, glass canon, healer, saboteur... whatever creative builds you can think of! Level up only when you want and only the stats you want by accruing Star Scraps from battle. Additionally! You can customize your look with various outfits and accessories.
Semi Open World Sandbox
When not in the middle of battle take your time to explore an interactive semi open world sandbox environment. Make friends, build a base, start a garden, cooking, and more allow you to kick back and relax before pressing onward, but don't wait too long! You still need to find your bro!
Secret Bases
Several locations scattered throughout the land are perfect for setting up a secret base for you to rest along your travels. Buy furniture to decorate your base some of which are aesthetic, but there is plenty of functional furniture to choose from such as cooking utensils, storage, and... game consoles?! You can even grow crops in the garden to use, sell, gift, or cook with!
Multi-fold story
A semi non linear story allows you to travel to any area you want at any time, but watch out! Some choices you make may alter the outcome of the story. Will you be the friendly villager or will you be a nasty neighbor? You may even think twice before barging into someone home and breaking all their stuff.
Replayability
Featuring several different difficulties and modes allows for you to play the game at your own pace, but plenty of replayability to try the harder modes or some secret ones that offer infinite possibilities.
Status | Prototype |
Platforms | Windows, macOS, Linux |
Rating | Rated 4.8 out of 5 stars (41 total ratings) |
Author | ScrapPaperDev |
Genre | Role Playing, Adventure, Platformer |
Made with | FL Studio, Unity, Blender |
Tags | Farming, Hand-drawn, paper-rpg |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Xbox controller |
Links | Steam, Homepage, Twitter/X |
Download
Development log
- The Return!40 days ago
Comments
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Hello, do you plan on uploading your demo to your Steam page?
Hi, Yes! The updated demo will be available on Steam when it is ready. The current one listed here will not be.
Was so excited to play the new demo for this! I played the original demo years ago, so it was interesting to see how much the game has progressed. Lots of new stuff has been added (like our adorable partner), and the art is so cute! Can't wait to see the full release, keep up the great work.
Hey :( what happened to the twitter account? Are you still making the demo? Hope everything is okay
I love this! Just based on the teaser demo, this would be a guaranteed purchase for me (ideally on console, but whatever, I'll buy it on PC first if I must, and support your fantastic work with 2 purchases).
If you do a Kickstarter, I'm in 100%.
Looks like it would be fun but I can't play it due to not knowing how to use an Xbox 360 controller on my laptop to play the game with.
So great game but i think there are some things that need improving, is you would like to see them then here is the ink to the video i made.
There's always room for another Paper Mario like.
It took a little time to figure out some things but, overall, the Scrap Story demo is pretty fun. I definitely enjoy the papercraft look to everything and am curious what the rest of the game's world might look like.
Good job, dev.Will you add the option to map controls? Also, I tried this with an Xbox 1 controller and it doesn't work :(
The final game will have button mapping. Thank you for letting me know about the xbox 1 controller. Will be looking into that. There is a possibility that it only works with Xbox 360 controllers...
I just had the most nostalgic feels playing through the demo, this is so beautiful, the art is like the wondrous creativity of a kid + the technical knowledge of an adult on how to make everything so beautiful, I love it so much, can't wait to play through the whole game eventually.
JUST WOW!!! <3 <3 <3
Thank you so much for making something in this art style! It's so under utilized. The game looks beautiful and is great to play, can't wait for a full release! (I'm especially excited to hop back into Paper Mario combat)
This is really good right now so I included it in my list! I won't repeat what I said in it, just things I didn't mention. The game looked fantastic and played smoothly on my crap PC, so it's very well optimized with responsive controls. Much more polished than a lot of other indie games I play at the demo stage!
Only feedback I'd give, just my preference, is not to have question marks over things that don't actually have an item hidden in them since there's a lot in the game to interact with and it's a time sink checking everything.
Also, since exploring and finding new areas is big in this, don't obscure areas the player can fall off of. Anything we can't see because it's hidden behind trees, etc., should be safe to explore instead of walking behind a bush and falling off the map. In general, it should be obvious where we can and can't go but the overall world design is really layered and I love it so far. Keep up the good work and good luck with the full game!
Looking good! :)
There's so much potential to this!! I grew up with Paper Mario and the design and gameplay give me so much nostalgia. The art is so unique and charming! I'd love to see this to completion. Keep up the good work!
This game is so cool and unique! It reminds me a lot of Paper Mario and Tomba from my childhood. The abilities are awesome and the the paper world and the colorful characters look amazing. I would love to see more in the future!
The game was nice and unique, the art style was great it reminded me of paper mario and little big planet for some reason, maybe it the 3d-esk platforming, but overall the gameplay was great but there is some bits that are frustrating to do. could you please add a tutorial next time that would be great. looking forward to the full game! keep up the good work!
Ah, this is such a wholesome game! Everything about it just oozes charm and whimsy. It's got a Paper Mario / Tomba mix going on that fits together so well!
Ahem, I guess maybe I should lay out the premise a little bit! You take on the role of an (as yet) unnamed heroine made of paper. As you journey around the nearby woodlands and countryside you pick up new items and abilities to help you traverse the landscape. A sword, a spin-dash style move and a hammer to be precise. Each one of those things helps you unlock a new piece of this very stylish demo.
You come across several other characters in this world, like a mouse (we think!), a lovable doggo shopkeeper, some angry bees and a mysterious creepy old hag that we can't seem to get close to... which may be for the best!
All in all this is a lovely little demo showcasing the possibilities this character and her world contains, and on our little mission for random fruit we can really see some great ideas coming together! I highly recommend giving this game a shot if you like old school, side-scrolling, open world adventure romps! There's a few issues with perspective (I really struggled with my depth perception when jumping across the cloud platforms late on in the demo), but aside from that it's wonderful!
Keep up the awesome work dev, loved this! =)
Very cute game! I really enjoyed the art style of it and the cute characters. The clouds was one part that caught my eye and I liked the animation of them :D
I don't know if you've heard of Game Development World Championship before (gdwc2019) but it's a competition for indie game developers where they can submit their games and it's free! It's great if you want some more visibility for the game and it only takes a couple of minutes to join :)
If you add any collectible resources you should add one and call it "Fiat" as in "Fiat Currency" and make the icon look like confetti lol.
Will it be free in the full release??
This was an amazing demo! It was very fun and I can't wait for the full release and future demos. I only encountered two bugs while playing, but despite that it was a blast. One of the bugs I encountered was when pressing pause after initiating a jump, staying on the pause menu for a few seconds would build up speed and upon unpausing would cause the character to crumple up after hitting the ground. The second bug that I encountered was in the 2D background section, falling off while in the background would cause the character to respawn incredibly big.
The demo was great! Really gave me those Paper Mario vibes. The one thing I would change from this demo would be where you respawn when you fall off an edge. Perhaps it'd be better if the game placed the player on the last safe surface they where standing on, as opposed to having a few checkpoints. I'm no game designer and don't know how hard that'd be to code, but there it is.
Anywat, the demo was very fun, and I loved the art style soo much! I can't wait to play the next demo and eventually purchase this game!
Great demo! You are creating a fun and beautiful game. Can't wait to see some battles. Made a video in spanish.
Paper Mario got weird man
For my latest video in my indie game review series I decided to check this one out, had a really good time with it, thanks!!
It looks beautiful and feels Paper Mario, I wish this all the best!
Love it! I don't care if you are bad at development or good at it! Because you r a Paper Mario fan! Me Follow. Me know what it feels like to galore PM64. =O w O= MEOW!
Hi! I am pretty bad at it right now, but thanks to everyone's feedback I WILL get good :)
Don't worry I am bad 2. But it's important to 2 b glad what you have. Good luck! ;) Eventually everyone will b good at something. :)
ฅ/ᐠ。ᆽ。ᐟ \ Hello!
I've been following the project for a while now so I'm glad to finally be able to play the teaser! The Scrap Story world feels so lively and just picture perfect~ I'm really digging the paper aesthetics and I'm excited to see what the combat mechanic will be like. The controls, for the most part, felt smooth and I had no quarrels with how the puzzle solving worked. Unfortunately, I did have a few gripes with some parts of the demo. I noticed you updated the teaser, so all these points are just what I experienced before this update as I'm not sure what was and wasn't fixed.
1) Falling off the map. (Example: 2:05 of the video)
To be honest, I felt like it was too punishing to fall off the map when trying to explore nooks and crannies at the far back of the screen. I actually fell off multiple times but cut it out for video's sake. I could understand falling off when nearing the front of the screen, but near the back didn't make too much sense for me when wanting to look for potential secrets.
2) Hard to see obstacles (5:09 and 9:20 )
I wasn't sure if I did it right, but I had such a hard time getting to that platform since I wasn't sure where to land due to the camera restraints. It'd be amazing if we could move the camera a bit to the left or right with the right joystick, but it's just a suggestion.
3) NPC can float (4:34)
I honestly thought this was pretty funny. A bit immersion breaking but funny.
4) Untranslated Dialogue? (8:42)
I'm assuming this is an easter egg or just untranslated dialogue. It was pretty funny, but hopefully others will be able to understand it.
5) More Save Points? (7:28)
This is just a personal preference, but I didn't like restarting all the way near the flower fields after managing to reach the bees.
Another thing I wanted to ask about was whether or not there was an 'ending' point to the demo. I was pretty lost after obtaining the paper airplane card, but I figured maybe I just couldn't figure out a puzzle I failed to notice.
Anyway, that's all I have! I hope I didn't sound rude when pointing these out. I really loved the demo and the liveliness of the paper themed world is so well done. I'm looking forward to the full game!
I absolutely adore this game! Very much reminds me of one of my favorite games Paper Mario! Please keep working on this. Judging by the amount of feedback this game has gotten, its obvious people want this game! Wish you the best and good luck!
Thank you!!!
Ok so here is what I found:
Bug: Holding a side direction in the main menu with a sidemost option selected will make Scrapgirl freak out. Eventually, all this turning around and running from side to side makes her sketch graphics to turn completely black (like a shadow) while staying at a weird, half turned angle.
Suggested fix: disable main menu "wrap around" to make the spamming that makes this posible not available to the player anymore.
Bug: Spinning cards in their overwold form sometimes display a completely black backside, probably due to lighting.
Suggested fix: Give these cards their own light source to both overcome this and give them some "importance"
Bug: Scrapgirl might vibrate or rock slightly back and forth in some complex level geometry.
Suggested fix: Assuming you are calculating Scrapgirl's angle in realtime with some kind of normal calculation: don't. You are better off establishing simple collision maps for otherwise visually intricate objects.
Bug: The second tree (the ragdolly one) in the second room freaks out way too easily.
Suggested fix: Tone down realtime physics and give it an animation instead.
Tidbit: Mr "you fixed the bridge" mouse guy just casually floats across the gaps (snort)
Tidbit: Never though I said this, but this game needs more invisible walls,specially on the front and back edge of the stage. I find myself constantly falling even when paying attention. (The sound that plays when this happens is amazing, though)
Tidbit: Speaking off, the "you fell off" mechanics need some revision. For one, camera needs to stop following the player. Otherwise you start seeing floating level geometry and the innards of the level design. I also strongly suggest getting rid of the "blackout fade" effect and instead implement something more in the lines of Paper Mario TTYD (Where you get your but munched on by some chomp fish and fly back to the next checkpoint).
Tidbit: Speaking-speaking off, the checkpoint system is at a whack. If I'm coming from the right and fall in a hole I should spawn on the other side, not be "rewarded" and teleported to my destination.
Bug: In the paper plane room, the sign that tell you not to speak to the cat displays it's "?" horizontally flipped.
Bug: You are able to pick the plane powerup more than once, as it keeps respawning upon re-entering the room.
Tidbit: You walk SO SLOW in the 2D background section.
Tidbit: Need a "you got something while holding it up" charade for items that are cards and "important stuff" like the fruits.
Tidbit: In the rainy tornado room you could benefir from forcing the player to pick up the card. Don't be afraid to gently trap the player to force them into learning something! If you can't, remember to implement a camera pan towards the missed crucial item upon entering the room right before allowing the player to move (See Luigi's Mansion)
Tidbit: The second gap in the second room is a leap of faith. Mark down a trayectory with coins. You could also benefit from using Mr Mouse again, making him complain about a second missing bridge the player needs to reactivate and being all "Now what?". Also the guy crossing the bridge should really be a mini-cutscene where the player looses control for a couple of seconds.
Tidbit: Need to "gently force" the player to practice the tornado+jump technique in a safe place, probably design the "trap" in the rainy room so the player can get in but needs to do the special jump to get out.
Tidbit: When moving fast the camera fails to catch up. For example, if the player moves right very fast they are on the right side of the screen. What should really happen instead is that the camera looks ahead more, placing the player on the left side of the screen and allowing them to react to incoming level.
Tidbit: Careful with finicky platforming in these game style: it can get tedious FAST.
Tidbit: In the rainy room, the shallow water on the right looks inviting, like it's not deep enough to kill you and that you can probably just walk inside without fear.
Needless to say, I'm absolutely stoked this project exists, as I'm a big fan of the (good) Paper Marios
Hey thanks for all the feedback! I can tell you spent a lot of time looking for things to find some of these. I appreciate it!
Anytime! I did say "time to be a dick to a poor game on early development to break shit" :P
This game is undoubtly gorgeous, that's clear, but, it still have some flaws:
What I struggled the most was with the controllers and the level design, at one point I literally wasn't able to get through because I coudn't jump! (At the mouse and the bridge stuff)
And also at that part it was soooo hard to get through, and not necessarly bc of the difficulty, (wich, I think it's just right for a game like this) instead for all the times that i saw myself falling off the stage, it was just so odd and felt a litle bit like artificial difficulty, it was not that i couldn't get through the level fast because i was bad at the game, instead because I was falling on an edge that i didn't even saw in the first place, there was no way to avoid some falls, and I think that is a problem, I should be aware of my surroundings in order to get better at the game.
also i got a lot of input lag, i'm not sure if that was because of my computer or the cable that I used for my xbox controller, but I got lag and the game just didn't felt all the smooth that i'll like, (ik this stills as a prototype but deffinetly something to have in mind)
To wrap up I would like to say two things:
First: Congratulations, seriously, this is an amazing job and it has a lot of potential that i deffinetly want to fully enjoy in the future
and second: This is a game. give more focus at the things that makes games fun in the first place: playability, mechanics, movement, level design, UI design, etc. I say that bc i see the visuals so pullished and not that level of care at the "gaming" stuff.
Deffinetly lovely, looks fun, I want to play more, keep going, cheers <3
Thank you! This is very helpful feedback!
Finally got around to playing this! I was considering making a video, but still have a cold and not sure if I have the right set up. ANYWAYS, good demo. I'll try to say things that haven't been said here already or are worth reiterating.
Visuals and everything are nice, great job. Obviously is an early setup so not all sfx and such will be in (Like wish the cards would make some noise when collected). Lighting is pretty good too. Only issue art wise is perhaps making things more apparent, especially in terms of depth. The clouds at the end could be hard to make out when trying to jump over them.
Menu is aesthetically pleasing but needs work in terms of representation and order. I could see myself and others confused by where certain things were, such as the clothes. Maybe also making it more obvious what section of the menu you're in. So if you're equipping weapons, highlight that area of that menu. Just better indications to really make it crystal clear what's being done.
Controls well, but one thing I noticed was a lack of Jump Buffering. Well, that might be the wrong term, since that's usually for press jump a few frames before you land so a new jump registers. What I ACTUALLY mean, is jumping off ledges. I think having a few frames after the player is "off ground" to press jump so they can make precise jumps would be REALLY helpful. Especially for players who aren't that great at platforming. This demo featured far more platforming intense obstacles than Paper Mario normally did.
I'm not a fan of the text scroll. I've yet to deal with programming text boxes, but I do have some rules for what to do/don't. And since this is an RPG, having good text boxes is crucial. But I'm 100% sure ya know that, cause this is Paper Mario! Where they use wacky text effects like wavy animated text and such. Just make sure it scrolls left, and that the words generated at the end of a line START on the next line; that stuff BUGS me when devs don't do that. Adventures of Pip doesn't do it. You'll see a word spelled out at the end of a text line but then it gets too long for the text box so it suddenly jumps to the next line all weird and stuff and eeeeewww...
Btw I played this demo without cutting any flowers so I could see if the RatBee thing would change dialogue. They didn't... 0/10
Kidding, but speaking of cutting things down, hmm. I didn't do it much cause I had seen my friends the Console Warriors play the demo so I didn't bother, but they used the Sword to cut down the grass. A lot. Now cutting it down with the sword is fine, good way of finding secrets. But there's a LOT of grass, and you're a 2D character slicing the sword in a 3D space. So it feels sort of awkward to slice all this grass for secrets. It's not like Zelda where you can quickly get around and slice multiple blades of grass. I think something you could do is add something to the sword later on to perhaps "spin attack" and slice multiple grass. That would be very convenient. Or combine it with the Spin Ability.
Speaking of which I have mixed feelings with this Spin. It's sort of like Paper Marios, but it's also not. It definitely has more platforming use, but feels far less controllable. In PM I'd use it all the time, jump to cancel out of the end lag, land and repeat using it. So I tried to see if I could find a similar technique. And I did! But even so, I think this ability needs better control, or perhaps something to outright stop you from falling off so easily. But my earlier point about the jumps might help there.
Anyways the technique I found was to spin, then immediately jump. When I landed, I could spin again just about instantly AND it cancels out the daze part if I jump/land before it happens. Perhaps if you could teach this to players or make its use more apparent and easy to control, then it would be even better for getting around. But at the same time, I'm mixed because this ability in PM wasn't something you equipped (well, there was one that made it longer). It was natural, so it makes me question if this should be a slot in the first place and not a natural ability.
Anyways Hammer feels good. Paper Airplane is good enough, but wish it crafted you at the top of the character rather than the bottom. I'm guessing you had it this way to not have to mess with changing hitboxes on the ground. So I think the feel of you becoming an airplane needs work.
That's about all I got to say. Other than perhaps the sign/menu at the beginning likely wasn't loaded properly because the game pauses for 3 seconds to load it all, then it's all good from there. I think there are a lot of things that could be done to enhance performance, but I'm certain you can figure that out. Also respawns are... not the best. If you can, trying adding something in the character object that detects where it was last on solid land, then spawn back there like PM. Certain pits you fall in can even spawn you in NEW areas you hadn't reached yet which is weird.
Good Demo to test the waters! Definitely has potential!
Hey good to see you around and thanks for playing! Very helpful feedback, thank you for taking the time to write it up! :)
Really awesome job. Art, environment interaction, abilities and physic are neat!
Are you a solo developer or a team?
Thanks! You could consider me a solo developer as I am the only one working on the project directly.
Wow, this is insane.
Keep going and don't drop it, please
This game is going to be a delight when finished :D. For the most part I really enjoyed what I saw in the demo. The art style is wonderful, the music is wonderful, the animations. This game looks like it's going to be a spiritual successor to the classic Paper Mario (not the new ones, they aren't that great). The only criticism I have is that the controls are a bit clunky when it comes to the abilities. I would maybe suggest have a hot swap button? Maybe one fore melee weapon(Sword and Hammer) and one for special ability (Plane and Tornado). I found myself pressing the wrong buttons quite a bit. Other than that and what's been mentioned by others (Re-spawn checkpoints, and just a lot of falling off) I really liked it. I really look forward to the next demo. Keep up the great work :D.
PS The video title is a joke XD
Hi! Thank you so much for playing and for the video. In the future there is for sure going to be a quick menu for equips as well as an on screen UI that shows what you have equipped on what.
Hope to see you for the next demo! :)
Can't wait to play it! I'll get you some feedback, when I'm done =)
This looks so adorable! I cannot wait until there is a Mac version so I can play the demo ^^
Wine will help you with that!
Hey! Mac version is up and has been tested, so should be good to go. Let me know if there are any issues :)