Thanks for taking a look and for being upfront about how you tested it. The point about linking the selected skill to its result on the first turn is useful, and it lines up with other feedback about clarity in the opening fight, so I'll work on that. Good luck with Spirestorm!
StrayDreamArts
Creator of
Recent community posts
Thanks so much for playing all the way through, and for the detailed write-up (and the screenshots!). Hearing that the puzzle feel lands is exactly what I was hoping for.
A few things you mentioned that I'm taking on:
- Enemy intent and seeing your own board while picking tiles: agreed, both need to be clearer. That's high on my list.
- Thornplate not counting as touching Strike: thanks for the screenshot, that's really useful. I'm going to check whether that's a bug or an unclear rule. Either way it shouldn't look like that.
- Balance: the "one strong tile decides the early game" and "once the build clicks the rest is easy" points are spot on. Smoothing the early game and giving later floors more answers to strong builds is something I want to work on.
- Empty tile cost and more mechanic-based tiles: noted, both.
Really appreciate the 5/5 and you coming back to leave the second comment. It means a lot this early on.
Thanks for playing Scrapfit! Here's my feedback on Number Pop:
What I liked
- The popcorn art is very cute and the board feels nice to play.
- Once I understood it, the "drag back to pop" felt satisfying.
- I got a personal best and rank 1. The Daily Challenge is a nice idea!
Where I got stuck
- Tutorial: You have to drag 1-2-3, back to 2, then 3 to pop. I was stuck here for a while. The hint could be bigger or easier to see.
- Backtracking: Sometimes I needed to backtrack and sometimes I didn't. Sometimes it didn't work at all. After a while I stopped backtracking until I got stuck again. In the match i never backtracked at all.
- Starting number: It took me some time to learn I can start from any number (like 2-3-4), not only 1. Maybe have the player solve a second row starting at 2 or 3?
- Same numbers: Sometimes the board had lots of the same number and I couldn't find a move. Maybe you can add something to do with those? Or maybe they auto pop like candy crush to make the board a bit more dynamic?
Bugs
- Fullscreen: minimize and maximize didn't work well.
- Bot match: I saw code text on screen instead of a message:
persona(g.level)…(screenshot attached).
Music
- Nice and bubbly, but it gets repetitive after a while.
Good luck with the game! 🍿

Fit the scrap. Build the machine.
Scrapfit is a roguelike deckbuilder with no deck. You fight, loot Tetris-shaped gear blocks, and bolt them onto a board to build your character. Your build is literally how well you can fit things together. If you like Slay the Spire or Backpack Hero-style builds, this is that itch.
Play it free in the browser (desktop or phone): https://straydreamarts.itch.io/scrapfit-dev
It's an early playtest build: 2 classes (Warden and Hivekeeper), 3 acts. Rough edges expected, art is mostly final.
What I'd love to know:
- Is it clear how placing blocks on the board turns into power in combat, or did it take a while to click?
- Where did you stop, and why? (died, got bored, got confused?)
- How does it run? Please mention your device + browser.
Analytics are opt-in and asked on first launch, so saying no is totally fine.
Happy to play your game in return, just drop a link!
Hi! Had fun with this, here's how my first runs went.
After loading in I took a moment to learn the controls. Steering feels a bit too instant, and drifting kicks in even at very low speed. Once I got the feel for it I went looking for an enemy. First fight: we ran into each other, I tried to reverse out while searching for the shoot key, found it too late and died. Also reversing is a bad for escaping since the forward speed is strictly greater so i could shake them. Still fun, so I went again. Second time I played it smarter and got the kill.
A few things I noticed while driving around after that: Some objects seemed to pop in late. I hit a few of them at speed before they appeared. I picked up some blocks thinking they were ammo, but they turned out to be weapons. Making weapon pickups look clearly different from ammo would help. Showing the shoot key on screen at the start would have saved my first life. Once you're used to the controls, top speed feels slow and very safe. A higher top speed that's a bit risky to handle could add some tension. The idle engine sound gets very samey and blends into a single tone after a while. Some stutter or small pitch shifts might break it up.
Played on desktop / chrome.

