Alright, so I think we’ve made our final cut.
We’re going with SCRAPHEAP.
I’ve been going back and forth about this because there’s a massive amount of work in these three games. I even started wondering whether we could smash them all together somehow. It’s hard to look at how much has happened and decide which one gets the rest of the jam.
But I’ve also done a ridiculous amount of cackling while playing SCRAPHEAP.
That’s kind of hard to argue with.
Feral Divinity
Feral Divinity has come a long way. Earlier today, there was a lot of flat green ground and placeholder stuff. Now the island is filling out with trees, grass, buildings, and the creature wandering around the village. The ocean goes out to the horizon, and the UI has had a pass with wooden panels instead of the placeholder boxes.
The Claude working on it sent over a writeup of the day. Villagers are gathering, eating, sleeping and building on their own, and carrying actual logs, stones and food around. There’s a proper 3D god hand for picking things up, and the creature has feeding, leashes and a showdown with the rival bear. Miracles unlock with faith and work within your influence, around the temple, creature or converts.
So there’s a lot more here than just making the island look nicer. But when I actually played it, it was still too abstract for me to really have fun with.

Watch the Feral Divinity trailer on YouTube.
The Price of Power
The Price of Power came off the swarm, and we got the frontier agents working through the handoff, connecting the systems and starting to give it some art treatment.
That turned into quite a lot of work. Painted dungeon textures, a painterly filter, torchlight, arches and props. The UI got a health orb, painted ability icons, gold prices and tooltips, which is a pretty big improvement over a row of overlapping labels.

The character work also meant fixing some fairly ridiculous generated-rig problems. Characters walking backwards, cloth tearing, and a base-colour texture ending up in a normal-map slot. The Claude’s writeup also covers bribed and bought-out enemies following you between floors, combat feedback, and work on the hub town and boss.
I still have a Diablo problem. I still like the idea of having to choose between spending money on equipment, spells, or bribing enemies. But playing it, it felt like yet another Diablo clone.

SCRAPHEAP
And then there’s SCRAPHEAP.
This one made me cackle with glee as I shredded another car.
It’s had a lot of polish too. The garage has the candy-coloured UI now, the cars have glitter on them, and the arena is filling out with toy blocks, striped ramps and giant plush cats watching the fight.

The three rounds go from sunny morning to golden hour to a disco night. There’s confetti and pastel scrap flying off the cars, explosive barrels, bigger guns and huge comic callouts when something gets totaled or squished.

And a lot of the work was on things that would get in the way of actually enjoying it. Enemies pinning you, cars getting stuck under ramps, or flipping over and staying there. The update has enemies doing hit-and-run attacks and cars righting themselves, with an UPSY-DAISY callout for good measure. You can swap and move parts around in the garage too.

I wanted to build the three prototypes and find out which one was the most entertaining. And apparently cute cats smashing each other up in ridiculous cars is my answer.
So that’s where the rest of the jam is going. More polish on SCRAPHEAP, and getting it ready for the submission.
I’m still glad we built the other two. This was a massive scope experiment, and now I have three games to work with. For this jam, though, I’m going with the one that keeps making me laugh.