2026.06.26
Devlog 26 - Movement Rules, Nutcracker Music, and Combat Polish
Movement actions are getting clearer identities while the Nutcracker idea starts shaping the combat flow, enemy behavior, and music direction.
Short development updates for Jackstrap.
These are short twice-weekly progress posts, not long devlogs.
2026.06.26
Movement actions are getting clearer identities while the Nutcracker idea starts shaping the combat flow, enemy behavior, and music direction.
2026.06.23
The storyboard is starting to turn into a practical checklist for what the game needs to feel good in motion.
2026.06.18
The video is becoming less of a random trailer idea and more of a clear pitch for what Jackstrap actually is.
2026.06.16
The fake poster was fun, but the useful discovery was that Jackstrap needs a better first-time explanation.
2026.06.06
This feels like the point where the enemy side of Jackstrap finally clicked.
2026.06.05
This update was about hit effects, animation timing, and making attacks feel clearer in-game.
2026.06.02
This update was about making hits feel stronger and cleaning up how the game assets are organized.
2026.05.29
This update was mostly about making the animation workflow easier to maintain.
2026.05.26
This was a smaller update focused on VFX, polish, and making Jack's attacks feel better.
2026.05.22
This update focused on Jack's movement animations and on getting a clearer overview of the animation work still left to do.
2026.05.15
This update focused on reworking east-facing animations, adding force / hitbox visuals, opening the Miro process, rebuilding the website, and starting localization work.
2026.05.10
This update changed the animation canvas size, improved north/south animations, added shadows, and started the public Miro / website direction.
2026.05.04
This update continued the UI pass, explored cards and tiles, and moved into north/south attack animation production.
2026.04.27
This update defined the first rough UI direction, introduced the family-jewels joke, and reworked some character animations.
2026.04.24
This update focused on outfit exporting and revealed how much heavier outfit animation work is compared with elemental variants.
2026.04.20
This update returned to animation work, adding the first elemental attack variants and improving the export workflow.
2026.03.25
This update defined the first full set of elemental directions and explored how Jack and the playable outfits could progress visually.
2026.03.15
This update focused on researching games in the arena-survivor space and starting the first pass on elemental attacks.
2026.03.05
This update focused on the first main-menu direction, using a gym scene and punching bags as interactive menu elements.
2026.02.25
This update focused on rough enemy concepts, including urchins, a snake, a cactus, and a porcupine-like enemy.
2026.02.24
This update explored Shaolin-inspired poses and the first technical ideas for bouncy boxing-ring ropes.
2026.02.23
This update had less game-code progress, but included a major attack-animation sequence and early questions about how combos should work.
2026.02.22
A major animation pass focused on all eight run directions and on learning how to draw convincing fighting motion for Jack.
2026.02.21
This update explored Jack’s straps as part of the combat identity, refined run animations, and locked in the first arena-size direction.
2026.02.20
This update focused on making Jack more concrete: model sheets, a first logo version, idle animation work, and early scale tests.
2026.02.19
Early visual tests for Jack focused on color, silhouette readability, eye design, and the first run-direction planning.