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A member registered Dec 30, 2015 · View creator page →

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Recent community posts

More progress on the new scrapyard tileset! 

Working on a new tileset! 

I've not been a fan of the old one for some time but haven't been able to come close to anything better until now. It does mean that the levels look a little broken right now. What do you think?

I've been thinking on this and I think that proximity to a none magnetic generator would power the effect for X seconds. I could then net a few together to create a zone.

hahaha, maybe one day!

Hate to admit it but you're totally right. Makes a more sense to the player. Just need to work out what levels to set them too. I think I'm already making gate costs fairly consistent so it should be easy to find the numbers with some tweaking.

Sounds about right!

Thanks very much! I think the key is to be sparing with it. Use it almost like a rewards instead of a means to completion. Don't know exactly how I'll do it but that's the goal I'm aiming for.

I think you might be right!

I've added limited capacity to scrap collectors. They now become locked when full and a traffic light shows how full it is. So far they have worked really well in level 4.

Levels now have a timer! Now to see how it plays out.

Super Magnets!

Magnetic pick ups that, while your magnetic is active and before the pickup is depleted increase the range of your magnetic pull. Would allow for some fun time based puzzles. 

Another option would be to have a zone that does the same thing.

I'm currently changing the dialogue trigger to a more universal event trigger with a set of instance variables and bools. I'm hoping with this system in place I can make some more interesting objectives. It at the very least stops it being such a static system.

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should I give scrap collectors a limited capacity?

If I did, when they were full they could fly off the level or become locked. Doing this I could add more complexity to the level design. It does make sense contextually which is another plus but I do worry that it might drastically change the feel of the game. 

Any suggestions? 

Should I add a level timer? 

On the plus side it would give players wanting more difficulty an option.  My main worry is that there isn’t any in game contextual reason for it. 

Is there a way of adding a timer contextually in a game like Super ScrapBot? Alternatively, is there another mechanic I could use to add an extra bit of optional difficulty into the game?

Any advice would be very much appreciated!

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I have some ideas for adding combat to the game such as magnetic bombs and turrets that use scrap as ammo. 

The question is, do I keep the game none combat or do I include the option for both?

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Right now, my focus is on getting the player use to the base mechanics before I start adding bigger threats such as obstacles and higher value but weaker scrap. 

Hopefully by the end of the first 5 levels the player will have a good idea of how to control ScrapBots magnetic hull and how the shape of attached scrap can both be used as a tool and a hindrance. I’ve hinted at some of this during level 3. Did anybody notice this?

Super ScrapBot community · Created a new topic Feedback

Think I can do better, anything you like or dislike. Let me know! I need your help to make this game better. 

I currently need lots of help with the games difficulty curve. As with all development I'v reached the point where difficult aspects of the game are now easy to me so any new player feedback is invaluable.

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It might look like chaos but I do have a plan! this thread will be full of planned features and where possible a timeline. Though everything will change as I make progress and get feedback I find it really helps to have some sort of plan.

Any features you think I've missed or anything you think I should prioritise, let me know!

Planned features:

  • Valuable but weaker scrap pickups. I already have everything g in place for these.
  • Circular saw blades, moving and static. There is a reason scrap farmers are missing limbs.
  • Super magnets: magnetic power up that increases ScrapBots magnetic pull until it is depleted or the magnet is toggled.
  • Magnetic health pickups. Drop them off at a scrap collector to repair. They’re  going to become an essential mechanic as the levels get more dangerous.
  • Magnetic bombs. Release your magnet to drop them onto enemies.
  • Magnetic turrets. These would use adjacent scrap as ammo! I also have an idea to have NPC’a with metal parts and weapons. I just need to decide if I should go none combat or not.
  • Static turrets that use specific ammo with a drop-off mechanic similar to the scrap collectors. Might give some levels a tower defence feel.
  • Magnetic lanterns. I have the systems in place for these. I have an idea to use them with an enemy that is scared away by the light from them.
  • Enemies that are scared of light.
  • Enemies that have their own magnet and can try drag you to danger.
  • Enemies with guns.
  • Simple bash enemies.
  • EMP enemies that can disable your magnet.
  • EMP Fields where your magnet is unusable.
  • Moving platforms, not dangerous to the player but will make it harder to move breakable scrap.
  • Magnetic steel blocks for blocking enemy advances. I already have the systems in place for this.


Thanks! At the moment you can only dodge them. ScrapBot might not have any weapons but soon bombs might be magnetic ;)

Thanks, I'll look into that! I've got some temp music/sfx in place but I'm not quite happy with them yet. Definitely something I want to add ASAP though.

Here’s my process of moving from a mock-up to final assets that can scale to any screen size.

Need an artist? Email

Exploring styles and themes before settling on The Hidden Doubloon! A pirate themed memory puzzle game.

If you need help finding that perfect look for your upcoming creation, get in touch at

Hi Folks, just a quick update to let you know we have an opening to take on more freelance work. If you need help finding the perfect look for your game send us an email to

“A gauntlet and his shepherd”

Finding the right style doesn’t always have to start with level concepts.

Need to find the right look for your game?

Find out more about my design process with episode 3 of my art direction series.If you need help finding the right look for your game, get in touch at

Episode 3 is now live! In this episode, I take on all your feedback and work on adding it to the chosen concepts.

As always, I love to hear your thoughts and questions!

Some games can have an unlimited number of potential styles, working from concept to final assets I can help find the perfect look.


Here's what I made in those last two videos:

If you need help finding the right look for your game get in touch at

It’s taking me a little longer than usual to find the time for editing and VO this week which has put a bit of a delay on episode 3. So to hopefully make up for this, here’s a preview of one of the mock-ups I’ve been working on for episode 4!

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Hey Folks,

If you've ever wanted to know more about my process when designing a new style, check this series out:

Get in touch at if your game needs a new look!

Episode 3 is recorded! They’re messy but very important. 

In this stage I take on all the feedback and see how it works with the original concepts. They are a little rough around the edges but they’re perfect tools for creating the next stage of mock-ups.

Voice over and editing still remain so I'll keep you folks posted when I can.

Hi Iliak,

Thanks for getting in touch, love the idea! That would be very helpful if you can supply the origional/placeholder assets.

If you can email me at so we can discuss the project in further detail that would be great.

Kind Regards,


Thanks! I'm going to be working on episode 3 today.

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Hi Folks,

I've started a youtube series on game art direction. If you're having trouble finding the right look for your game this might help!

As always, I love to hear your thoughts and questions!

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I'm a freelance 2D artist. I work with game assets, illustration and graphic design. I can adapt and create a large number of styles. From pixel art to something a little more illustrative I can find the right style to fit your project.

Art Direction // Game Assets // Illustration // Graphic Design // Animation // Concept Art // Promotional Graphics // Pixel Art // Photoshop // Illustrator // Spine 2D

If you would like a quote or have any questions about me or my work please get in touch.