
The magical misadventure of a novice wizard thrown (literally) into the unfamiliar world outside. Go on a sprawling hand-drawn adventure with spells to study, bosses to best, and a huge handcrafted world to traverse on the long journey home.
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About

Scrabdackle is hand-drawn using traditional animation techniques, with tons of curious creatures to study, characters to squabble with, and tough-but-fair bosses to overcome, made by one developer who was maybe a little over-ambitious about all this.
Here’s the setup: When the wizard academy is attacked, novice student Blue is thrown out the academy’s window and face-first into the unfamiliar world outside. Pushed out of their sheltered life, Blue reluctantly sets off on a long journey home, learning to navigate the world of Scrabdackle for the first time. Along the way, they’ll contend with daunting foes as well as uncomfortable truths as they reckon with just how much of the world outside differs from their books in the academy.
It’s a big game with a huge, sprawling world worth getting lost in - if you’re up for a bit of adventure!


Scrabdackle is a scribbly, open-world adventure drawing from zeldalike, soulslike, and metroidvania influences. You can explore the world in whatever direction you want, but may be blocked from some pathways until you learn a new spell to help you get by. Or you can just turn around and head somewhere else first instead! Nearly all spells, bosses, and regions of the game can be found in any order.
While exploring, you’ll come across tons of hidden secrets and challenges, characters with their own storylines to progress, mysteries about the world to slowly piece together, and endless things to study and write about in your academy notebook. Chat with the locals to get your bearings, or walk away mid-conversation if you’re ready to move on and see something new (although, some of them might find that a bit rude!)
Some areas are more open and interconnected for harmless exploration; others operate as ‘dungeons’ with linear challenges and puzzles to navigate. Bosses will test your skills along the way, with each attempt bringing you closer to a hard-earned victory. If you’d rather focus on puzzles and exploration - or alternatively, if you want to really push your skills to limit - challenge settings are always available!
A first playthrough of Act 1 on the Poet difficulty should take about 12-15 hours to see all the ‘main’ stuff and roll credits - but if you really like to poke around each nook and cranny for secrets and tackle every optional challenge, it’ll take a bit longer!


Scrabdackle Act 1 features:
6 spells to learn,
9 bosses to challenge,
10 11 regions to explore,
60 unique stickers and stars to find,
90 minutes of music to nod to,
122 130 notebook entries to scry,
and about 70,000 80,000 words to read!

Acts 2 and 3 will launch (later on) as free updates, each with just as much content as Act 1. Think of them like episodes in a TV season - each one is doing its own thing, but they're also part of a greater whole, building off what came before. They're designed to be played with a little time to digest in between each, too, like how you tend to get more out of a show that releases episode-by-episode rather than a whole season dropping at once.
Worth calling out as well: the base game price will go up with each act that launches, meaning you can either buy Act 1 and wait to get A2+A3 free, or buy later to be able to play multiple acts back-to-back for a slightly higher price.
All that to say - Act 1 on its own is a pretty cool and large game, and it's only going to get bigger and better with more acts to come. Hope you enjoy!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
好好好(个人汉化 https://steamcommunity.com/sharedfiles/filedetails/?id=3713263434
I gotta say I don't think the episodic format was the best choice. I mean it works for TV but for games what happens is people explore your game until the limits show, then it gets frustrating cuz it feels like just an extension of a demo. Then you get bored of it and move on and forget about it. Pros: -Really charming and unique art style. Never seen anything quite like it. -Good music -Boss fight are quite challenging and fun without getting too tedious. You slowly figure out the patterns and tells. -Really stylized and adorable interfaces and UI -Characters also have a lot of charm, personality and are genuinely funny -Silly, quirky sense of humor -A lot of exploration to do -Love the enemy scanning and the journal Cons: -Game really suffers in verticality. Perspective is skewed and I kept falling cuz its impossible to tell the height of platforms at a glance. This was particularly problematic in the mountain and factory areas. The mountain platforming was particularly frustrating and ruins an otherwise great experience. -Game lags terribly when there are too many moving things on-screen. This is particularly bad in the factory gauntlet room. -Sound effects lack impact, have too many light pops and many are pretty annoying (dodge organ sound, low health sound PIN-PON especially). Magic sounds are too pew-pewy and not magical enough (check Super Mario Land Magikoopas for example). Could do with an improvement overhaul for act 2 imho. -HATED the castle section. I think it seriously needs a redesign. I had no idea you had to shoot the doors (which is nonsense in itself), so enemies kept spewing nonstop until I died. Then you loop around and just get blocked with nowhere to go? Level design definitely shouldn't be this obtuse. -Feels like a real bummer cuz everything featured in the demo was FANTASTIC, but most areas that were blocked off in act 1 were rather disappointing. Even the school. Only one classroom? Not a single spell to learn in a WIZARD SCHOOL?! The only "enemies" are sliding statues and exploding wand-mines? Nothing to scan except... a few paintings? The bossfight was pretty great and so was the dialog... but still, I was expecting more. Suggestions: -Ditch the missing health potion slots. Your pc doesn't know the max he can carry, and the player doesn't need to know there's only 3 upgrades either. -Make the player's shadow more visible when flying so you can more easily tell where you'll land. -Add a keyboard toggle to walk/move slow to have more control narrow passages surrounded by hazards. Joystick users will have the advantage here. -Have the option (or by default) to block the mouse from going off-screen for two-screen users (which I think is most people nowadays) when aiming. -Add more teleport nodes. I don't really see why there aren't more? Backtracking gets tedious fast. Overall I think the game shows a lot of promise and is an extremely impressive piece of work for one guy. I am gonna give a thumbs up to encourage him to finish his game, but I wanted to give a fair word of warning that the game clearly needs some work and deserves some improvements (esp. QoL stuff).
[h1] An honest scrabdackle review[/h1] [h3] By Gatorgod [/h3] So, after having 100% the game, I am ready to drop my review. It is worth noting that this review contains A LOT of spoilers, so please, only read this if you are aware of this fact and either will not be affected by them, or do not care about knowing what awaits. Before I begin, I do want to stress that I ADORED this game, and all of the negative parts of my review are merely coming from my personal experience and mean absolutely no offense to anyone. First off, I like to talk about what a game does WRONG, or what it can do better. (because I like to get rid of the bad news first to get to the juicy glaze) Now, obviously all of this is subjective, and some may like things I don't. Regardless, I'll express my view. [b] - the movement/perspective. [/b] the movement is by no means BAD. I have definetly seen worse, and even though it feels a little off, you get used to it. my main gripe is how difficult it is to tell perspective sometimes. Especially in areas like Blustergust peak, where you get the ability to hover, yet many times I found myself overshooting or undershooting places, even with the shadow. Also, many times I try to make a jump, but fail because a ledge is way higher than it looks. This leads to me having to do backtracking just to find out I had to go somewhere else. also many times your attacks will look like they "hit" an enemy, but just go right through them [b] - Difficulty scaling [/b] this is one of the more personal opinions. Videogames usually build up their areas and bosses to start out easy, and then grow harder over time. often they'll have a "skill check" boss, but it's just to make sure you've got what you need, and there's a large gap between those bosses. For scrabdackle, I felt like the curve was a little too unbalanced. Some bosses are ridiculously easy, even though you find them in harder areas, and the opposite proves true, with some bosses being really hard for no reason (for example, octahedron bosses feel like they should be the same difficulty, but the artificer is relatively easy whilst batnik requires more attention). The biggest example for me is the strata wyrms, which are really easy. this wouldn't be a problem, if it wasn't for the fact you fight them IMMEDIATELY after the hardest boss in act 1. I'm not saying they should be harder, but they could use a buff. [b] - boons [/b] there's a lot to say abount boons, both good and bad (You will also see boons in the good part). For the bad part, I once again wanna turn the attention to the balancing. some boons are objectively better, like the money boon, which makes you drop money if you run out of magic. This wouldn't be an issue if it wasn't for the fact that draining your magic already punishes you by locking you out of using spells until it's full again. This already gives you an incentive to manage your magic, so adding ANOTHER incentive doesn't really do anything! this esentially makes the boon free, and there was never any reason for me to take it off. The damage boon was fun, but the second you get arc bomb it becomes trivial, and once again you never really need to take it off. Both of those, in my opinion, could use some sort of buff to make you hesitate more on taking them. because if an exchange has no net negative for you, then it's just a free upgrade. now that I'm done with that baloney, it's time to get into what I LOVED about the game, starting with [b] - boons (again, thank you skrine) [/b] The boon of extra magic is by far the best. there are plenty of situations where I wanted to use it, and it feels really annoying, in a good way. It's really hard to know when to use it or not, because the buff is incredibly useful, expecially during bossfights, since you can deal ridiculous damage after a stun. however, the movement debuff is realy challenging to deal with, and even if you get used to it, it still is a little difficult to use. I love it. [b] - THE BOSSES [/b] I wanna get the best thing out of the way first, and OH MY GOD, THE BOSSES ARE INCREDIBLE. usually a boss will restrict itself to a set of moves, and then maybe swap a few of those moves around for its second phase. But in scrabdackle, nearly all bosses have multiple phases, where each one adds a completely different moveset or hazard which makes the fights super unique and fun. not to mention, the bosses, unlike the normal enemies, are much more fun to fight in general, because of their fast movements, counters, general movesets, and the atmosphere. This game has some of the best bosses, and it's not even close. [b] - The story & themes [/b] when I started the game, I was worried the game wouldn't ever take itself seriously, but it DID. The game handles the mood nearly perfectly, and whilst at first I saw the main character as bland and stupid (which they are), once you reach the academy you really start to see the cracks in their personality, having Blue openly speak about the death of his companions and making his later comedy feel like coping from a child, a tragedy which hits really hard. I am still slightly worried about how they will take the character development, but so far there's plenty of sidequests (albeit unfinished) where they start off as a douchebag and slowly begins seeing the different perspectives, making Blue more humble and kind. [b] - Exploration [/b] it's not perfect by any means, but grabbing all of the collectibles is fun. There is a way to get journal entries you missed in the waydream, but some are a little annoying to find and require you just aimlessly scan everything in your vicinity. I wished there was a way to get hints for where they are. Regardless, everything else is mostly great. the stars are all very fun challenges and the stickers ofter require good puzzle solving skills. Once again, there are a few I don't like (mostly the ones randomly hidden behind walls), but other than that they offer really good content to the game and they are fun for a completionist like me. [b] - The world [/b] different from exploration since this one deals with main game content, and story since this is not the serious part of the game. I really enjoyed all of the characters, you really see this world and how the people in it interact, the areas, albeit not stunning, all speak volumes about its history. The visual storytelling is great, and it's helped a lot by characters who you can warm up to really quickly. Theres a lot more good to be said about the game, but I'll hold off on it because it's either something small or something that will be finished in future acts. [h3] before the final score, let's define what I mean by them [/h3] 0 - worst thing to ever grace humanity 1 - genuinely garbage 2 - horrible 3 - bad 4 - playable but not fun 5 - has good moments 6 - good 7 - very good (Recommend game to others from this point forward) 8 - extremely good 9 - near perfect 10 - the perfect videogame [b]As for my final score... [/b] 8/10! I definitely recommend this game, it is super fun and will most likely be even better in the future. That's about it, If you made it here, thanks for reading!
You can tell the creator loves Paper Mario, which is great, because I love Paper Mario. I also love... Scrabdackle!? This is crazy.
Its fine but I didn't like it
edit2: I finished the act 1! My points still stand. The game isn't that bad but I still wouldn't recommend it. idk if I'll try act 2 and 3 when they're released. There are a couple of quests that can't be finished in act 1. _______________________ I will try to finish the game and maybe I'll change some of my comments, but so far, I can't really say I recommend it I can see the devs have put in a lot of effort and passion into this game, However, I can only say the game is interesting enough to be played and maybe finished, but not enough for you to have a great time. Just fyi I play on the default difficulty and since there are no complete wiki for this game, I can't verify anything. So all complaints are based on my gaming experience. 1. The map design annoys me. I don't understand why there are no save points when I have to go through an entire MAZE followed by a MINI BOSS before I get to a new SAVE POINT?? And when I die, all my progress is lost, including the areas I've discovered and dialogs I've interacted with. Even worse, it's a maze filled with enemies that makes you lose life points. In addition, the tiles are SO SMALL that you slip and lose life points way too easily. I've fell into holes/damage tiles hidden behind walls? And it's hard to tell where you'll land when you're gliding, not to mention a lot of the roads are exactly 1 tile wide. I'm currently fighting the boss [spoiler]the Artificer, and I don't understand the point of having a pit when you already have to keep track of where the boss is, if there are enemies spawned by the boss, and boxes and bombs on a CONVEYOR BELT. The pit isn't even on the end of the conveyor belt, it's at the top! And you're constantly expected to move back and forth on a belt FILLED with bombs and boxes, while dodging the boss attacks, while trying to aim your cursor on the boss as your attacks are kinda small, and you have to be careful not to move too much upwards so you fell off? Why can't the pit just be a wall? It's much for frustrating to die by falling off a pit than killed by the boss.[/spoiler] 2. There is also a lack of battle play styles in the game. So far, in my 17 hours of gameplay, I have not yet seen anything that modifies your attack or playstyle [spoiler]apart from giving you a sword[/spoiler] Like there aren't anything to change your attack pattern (eg. for the wand, aoe spread shooting, higher attack but lower attack speed, etc) or even just increasing the wand damage. And no there are also no cool and fun skills for you to experiment with. Just your wand from the first area and later on, [spoiler]a sword, and the basic dodge function which I don't consider it to be game changing, and a pinwheel that doesn't contribute to battles[/spoiler]. And no there are no ways to increase the life points you have too. Maybe just increase your life points by 1 based on the achievements, but I haven't encountered it in my 10 hours of gameplay. edit 1: [spoiler] you get an arc bomb after fighting the Artificer, which still doesn't change much of your playstyle esp. against bosses. See point d at the bottom of the comment[/spoiler] If these modifiers/buffs/or whatever actually exist in game, then the problem is that players shouldn't have to hunt them down for such a basic function, as I haven't found them yet and I think I've explored the majority of the map. edit 1: 3. The game froze and crash multiple times, especially in the [spoiler]factory area[/spoiler]. can you believe the pain I felt when I was in a good run against a boss and it froze? 4. After fighting [spoiler]Batnik and currently fighting the Dark Wizard[/spoiler] Can I just complain about why do bosses have so much invincibility time? Like half of the time in battles is just me attempting to aim my mouse to attack the bosses, manages to throw in 2-4 attacks before they're invincible again. It makes the fights long and unsatisfying :C _______________________ Here are some additional points that didn't necessarily decrease my rating, but can be annoying. a) Although I do like how smoothly animated the UI is, I find their navigation to be confusing, often requiring me to press to much buttons to work my way through. It's also weird to me that sometimes I can't click things with my mouse. For example, I have to press the button 'e' to progress through the text, even when it appears to have a small button below the dialog box that prompts me to press that with my cursor. Same with some parts of the menu. In addition, the lore book in game is written in a front that I find to be rather hard to read. The goal/objective book also sometimes have too much words, making it rather less appealing as the player more often just want a quick guide on where to go next. Another odd thing is that I couldn't find any way to enlarge or shrink the map when it is in full screen mode. b) I think it would be better if there are more save points you can teleport to. c) So far, I don't really see the point of the [spoiler]dream world expect for a bunch of wordy tutorial?[/spoiler] I entered it around 3-4 times and I couldn't find any incentive to reenter it. edit 1 cont. d) There is a lack of method of attacking aerial enemies. They're basically invincible until[spoiler]I got the Arc Bomb. But even then the damage of that weapon is incredibly low (like I think it's just 2-3* your regular attack) given it's drawback of having a long cool down that prevents you from making regular attacks or other spells. This makes it rather impractical in boss fights. It's only more useful when you want to remove some enemies before diving in the map. And this only way of dealing with aerial enemies is obtained after fighting the Artificer, which I'll say is one of the hardest boss fights of the game.[/spoiler] e) Where is the shop?? I'm sure there is a shop but can you believe that I haven't found a game-changing shop except [spoiler] the one that gives you a octahedron(doesn't contribute to battles I think, or if they did, extremely unobvious) and the hint shops, which I find to be completely useless because of how wordy they are[/spoiler]. As someone who tries to explore every corner of a map before moving on to the next one, not being able to find a shop means either the guidance to shops are poorly made, or they're just straight up hidden.
Fantastic game as it is. Act 1 is a complete game in itself and isnt really early access. 2 acts to still come out as well. The game is full of charm and style, and just hard enough for it to feel rewarding but not a drag. If you arent great at games but love the art style, give it a shot and lower the difficulty, its worth it.
完美的第一章,无话可说 如果第二章和第三章能保持这种高质量的话保底也是个Goat级别的神作
I originally wrote this rant as the steam refund reason, but turns out it was too long and hit the character limit? So I'm here posting as a review instead. The game does not have well telegraphed attacks, options in combat. The dialogue is verbose if not pointless and makes me feel punished for reading through 3 minutes worth of text just to learn 1 new lore information and a rehash of everything I already know. The attack patterns are all RNG or player track with essentially no nuance, which makes every enemy feel stale. The fact that some enemies are up on high grounds and are literally invincible is extremely frustrating to deal with as you take damage and get punished for literally just trying to get to the other side. The sound track is charming but repetitive, easily gave me audio fatigue since from what I could tell, every song on the sound track is like at most a minute long. The strange usage of motifs also contributes to this, as in other games the motifs would be altered to fit in the atmosphere of the track, but in scrabdackle it feels like the main "complete goal" motif is just literally plucked out and stabbed into every part of the soundtrack unchanged, which not only feels jarring but feels frustrating to hear for the billionth time as it slowly loses meaning. The enemies also contributes to the frustrating experience as, from what I could tell, scrabdackle's core philosophy punishes you for thinking and rewards you for reacting, you can't "read" the enemy's "pattern" because there is no pattern, and you just have to react. This is not only frustrating as reacting and putting enemy's attacks into your muscle memory takes time, but also makes combat extremely tedious, as you get jumped, loses 3 health and then miss five shots and the three you do land isn't enough to kill. Not only is the only attack method you have, just absolutely boring to use, there exists no depth to the combat because it's just put cursor on enemy, there's nothing you can actively do to spice up the combat other than an unsatisfying dash that works SOME of the time. There is literally nothing in your tool kit which is weird, especially for a wizard game? Still, the combat would've been better if WHAT could damage you is actually telegraphed, there are times where I randomly fell into the river because I missed a pixel to the bridge apparently (which, why is that even a gimmick??? it's literally just punishing the player for trying to move, which makes it so much worse in the middle of combat) or I accidentally rammed myself into the tall spike trees just to lose a quarter of my health for literally no reason. This combined with the fact that enemy attacks are literally unreadable makes my experience in just trying to get from point A to point B absolutely miserable. Not to mention areas like the duck castle where enemies can just open a gate for infinite enemies to spawn and then lock you in the area until you kill all of them? So the most annoying aspect of the video game is forced upon me for what? Accidentally walking into the sight line of ONE enemy that isn't even properly shown or previously mentioned to me??? How am I supposed to know what the enemy sight line is if you don't tell me what it is? The gate boss for the duck castle has to be, by far, the worse experience I have had in any video game ever, and I have played Getting Over It with Bennett Foddy with a smile on my face. The fact that the guard duck will just, not attack you occasionally even IF you're in range is actually so infuriating because I have no idea of knowing WHEN the duck attacks. So I get at most 2 hits in before I am punished for not knowing when the duck gets into defense stance, like at least have a glowing red aura around it or something so that I know WHEN to not attack? The fact an RNG enemy is thrown in just out of nowhere, in the middle of the fight, is so painful because now I have two things to worry about, two unreadable enemy and if I do ONE thing wrong, I die and have to restart. This is not a difficulty issue, this is the fact that the game gives me no clear indication of when or what attack is going to happen, it's not difficult, it's just annoying to deal with. I KNOW I can beat those enemies I mentioned, and I did, but the process of it was not enjoyable because I can't tell what's going on. If that is intentional, then this game is just not for me. TL;DR I would've preferred: 1. more attack options in combat and a way to deal with enemies on high ground 2. make the following more telegraphed: hostile enemies, damaging background object, attack patterns and interactable objects (levers, fences, destroyable roadblocks etc.) and 3. Less punishment for just trying to get from one side of the map to another, E.G. make it so that roadblocks don't respawn until you save, stealth option that stops enemies from seeing you entirely, or add more fast travel. In general just more QoL so the player doesn't take damage for just wanting to go from point A to B. but if anything in this angry rant of mine conflicts with your vision, feel free to ignore 'em. I've tried to be as constructive as I can, but this game was just really not fun for me, and this is coming from a hard core bullet hell enjoyer.
Criminally underrated game. Art style is absolutely amazing and has personality and style oozin' out of it. Writing and the menus are perfected and I CAN'T wait for more content in the future.
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