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Reviews for "Scrap Arms Demo [OLD 2019]"

I love the game! The controls are nice, the story is nice, the environment is cool, and the combat is pretty simple and intuitive. My one concern is that I've been running into a bug where I set up my inventory, and if I save or pick up new items in the area with the appetites some items disappear from my inventory or are otherwise replaced by my previous hotkey lineup. This is rather frustrating because I end up with less items before the final fight. But other than that issue I love this demo/prologue!

BigBossErndog responds:

Thank you :)
I'll look into that bug more, if it happens consistently you could try the offline version (at www.ernestplacido.com/scraparms) and hopefully the bug doesn't happen.

Art.
Game looks like it came together nicely except maybe going from a goblin camp to a beachside with recycling garbage cans doesn't fit the theme. So the game started abit off with like a medieval theme and then jump to a 19th century where people rode horse and carriages, all because of the design of the garbage cans.
Story.
Looks like a decent story and then it just got whole lot darker o.O. The appetite's aren't nearly as frightening as the bloody Efa. Safe to say it's pretty good.
Voice/Music.
I just love the sounds and music.
Game.
The game could use a better inventory in which it isn't so confusing not sure how to help you on that one. When fighting zooming out to see good portion of the battlefield especially at bishop fight would be helpful. This could help improve all sort of strategies and tactics.
There is 0 need for the pocketwatch when you can hit the air with your ruler and still skip a turn.
Suggestion.
A book in which tells you how much hp the species of these monsters have the damage they do
and probably a sentence or 2 of info about them.
Like: Appetites - 65hp 20dmg "Vicious creatures that feed on little kids fears".

Goodluckk on your game.

BigBossErndog responds:

Thanks!
1) That's on purpose. I wanted to make the feeling that all parts of the caves are different, different cultures, different environments. No parts of the caves are supposed to feel cohesive, like a scrapbook full of random items. This will allow me to have creative freedom to fill the caves with lots of stranger things later on, nothing will really piece together, and that's what will piece everything together.

2) Thank you :) I'm glad you enjoyed the story, and music. I don't consider music my strong point, but it makes me happy to hear you liked what I managed to create.

3) Zooming won't be possible sorry, the framework I'm using just doesn't support it.

4) Yeah, does sound like the inventory could do with a redesign to improve user experience. Will for sure be thinking about that a lot for the full game.

4.5) I'm in the process of changing it so it locks the pocket watch to your hotbar and you can't throw it away. It may be possible to throw your ruler away, but I've found you can get stuck if you're surrounded by enemies and can't make a move (e.g. all you have are teeth but they're all on cooldown). So I'll be locking that pocket watch to the hot bar shortly.

5) Info on the monsters is definitely something I've got planned for the final game. In the main game there is a library in which you can learn this sort of stuff, which gains more books as you go through the game. Also, I am making a physical book as a reward for Kickstarter backers called the Scavenger's Encyclopedia which will contain some of the things you're talking about like lore (all of which will be found in the library in-game, but it's nice to have a physical book with illustrations).

Overall, thanks for the feedback!

I'm not sure what to say about the gameplay, it feels like it's probably being made to be played with a gamepad and I don't have experience with that to say what should be changed. Overall I liked playing through it.

What I'd really like to point out is the characters bonding. There was not much of a story in this demo, but the few speech interactions they had made me understand that the bond between them is very strong, and because of that, the end hit me hard in the feels. That s*** was sad AF.

I'll give it a 5, because I know I'd gladly play through the end just to know more about the story, even if I felt the gameplay itself was just average.

BigBossErndog responds:

Thank you! I’m really happy the characters got through to you, it means a lot :)

I will definitely be doing a lot more testing with the controls for the final game, some people have found it awkward. Mind pm-ing me which control scheme you were using and discuss it further? (Like if you used keyboard, mouse, hybrid, touch, etc)

It is possible to play with a gamepad, slightly buggy in the web version, but works just fine on the download version.

The game seems pretty cool so far; the only 3 complains I have at the moment are:

1: There is a bug on the main screen as the continue button wont load the game, instead get me stuck on the main screen.

2: The characters, when npc controled, have no selfpreservation, I mean, even when they have 1 hp... or 15 to be more realistic, always go tank to get themself killed instead of positioning them at a safe distance; so... I could recommend to set a sort of strategy menu toward npc controled characters, like run/hold position/charge. The main reason is because keep loosing turns when shifting characters to move them to a better spot, and then when shift back they goes tank again :/

3: Its another bug I found; sometimes the transitions does not works on chrome, leaving only the black screen and the background music, forcing me to restart the game; I will check the downloaded version to see if have the same issues.

BigBossErndog responds:

1) Hi, I'm really sorry. I've recently updated the game and some changes to the save file system which may have made your previous save file unusable.

2) Yeah, the AI is a bit too reckless right now. I'm working on other kinds of AI for the partner. For now, the general best strategy is to be attacking the same enemy at the same time to clear enemies as fast as possible to reduce damage taken (you can even clear enemies without getting hit when doing this), not fighting different enemies.
But for sure I will be introducing new types of AI for the partner to follow which you can change in different situations.

3) Thanks, I'll look into this more. Weird. Can you pm me with specifically the times this can happen? Also would be very grateful if you joined the discord so we can discuss this issue further. https://discord.gg/QJ5bYwy
But yeah, hopefully the offline version should be free of problems.

Overall great game with an interesting story but not without its flaws.
First I have to say that i played on easy and I haven't completed the demo yet as am just at the second boss and i don't think I will continue playing it since i am a casual player and having to repeat all the second part because i died on the boss made me lose interest in the game.
Maybe adding a save before the boss would make me continue playing.

here's some ideas :
-a special health slot that automatically fill with a health item if you have one.
-the ability to combine two things that are the same type into one but every inventory slot can only handle a certain number of items for example you can combine two plastic ballistics containing each 5 into one containing 10 or two plastic ballistics one contains 7 and the other 5 and when you combine them you get one with 10 and the other with only 2 this would highly decrease junk items
-a use button with the move/discard/drop would be nice
-instead of a yes or no question every time you discard something show an undo button for several seconds

edit :
i retried my luck yesterday before i read your answer and i missed the save spot again :(
i believe that something as important as saving should be obvious to the eye, perhaps a brighter color for the door or an arrow would help.
Then lets talk about for the second boss, i choose the easy difficulty because am more interested in the story than the challenge and the first boss was fairly easy for me but the second one ? i don't believe i could beat him so maybe a tip from you can help.
And finally for the use button idea :
i like your last idea since entering and exiting the inventory already take a turn it would make sense

BigBossErndog responds:

There is a save before the boss. There’s a house you pass on the right side of Fiera that has the same door as Ayo’s house. It’s Karin’s house, you can save in there.

1) A special health slot is something I’ll take note of.

2) Broken items will be a really important part of the main game, you’ll want them. I don’t really want it to auto delete broken items or have ways to automatically lessen the number of broken items you carry as there will be use for them.

3) Using an item takes up a turn, menus take place outside the general gameplay loop, therefore it’d break the game to be able to use them from the menu as then you’d be able to use several in one turn. Unless every time you press ‘use’ from the menu it closes the menu and then it uses the item, but at that point it’d be faster to put several healing items on your hotbar and use them one by one. Unless just having the choice to have it close the menu when you use an item, that might be nice.

4) An undo might be an interesting idea.