Joined May 2009
608 Photos and videos
Coty Getzelman retweeted
yes we do! and the bow moveset is πŸ‘Œ
Jun 6
Replying to @funktroniclabs
Hey I do wanna ask, I love playing Archers in games, do y'all have a bow? :D
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Coty Getzelman retweeted
we scrapped our Zelda-inspired Battle Royale game and turned it into an online adventure RPG that feels like a mini-MMO with top down combat coming 2026
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Coty Getzelman retweeted
Scramble Knights Royale is coming to PC and Xbox this summer! Scramble it out in top-down combat in 32-player matches. Team up with a friend in duos queue for a co-op experience! Wishlist now! πŸ‘‡
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Coty Getzelman retweeted
Announcing our Design-A-Hat Contest! Winners will get Steam keys to Scramble Knights, Steam gift cards, and 1st place will have their hat added to the game! Read the rules and submit your entry in our Discord, read below πŸ‘‡
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Coty Getzelman retweeted
the type of stuff that happens in our game
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Coty Getzelman retweeted
The BETA TEST for our Zelda-inspired battle royale game is live now! Visit Steam to join the Scramble Knights Beta Test, link below πŸ‘‡
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Coty Getzelman retweeted
Scramble Knights Royale is having an open BETA PLAYTEST! Our co-op battle royale will be live for an entire week starting on April 16th. Invite a duo partner and get ready to cluck it up! Sign up on Steam below πŸ‘‡
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Finally got a chance to try Demon Tides. @Fabrazz you really knocked it out of the park. The soapstone-style decal system is seriously genius, love it!!
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Coty Getzelman retweeted
ITS SO FUCKING FUN. You should absolutely join. It's Zelda esque but with a BR twist. Dungeons included! It also has secret Smash Bros tech >=]
we've been making a co-op battle royale inspired by legend of zelda coming this year join the duos playtest today, link down there πŸ‘‡
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Coty Getzelman retweeted
PLAYTESTERS! We fixed a bunch of bugs, improved UI, and tweaked a few gameplay issues in an update today. If you were lagging or had an unfortunate crash, try it out again! Patch notes below πŸ‘‡
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ai bots should have modern ai chat abilities, right?
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Put a ball in anything and it's instantly more fun.
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I'm working on a "town square" for the game. In the main menu, you'll auto connect (or create) a lobby. Other players in their main menu will also join into the same lobby, and you can see them running around doing menu-y things or just hanging out. In this area you can chill, voice/text chat, fish, LFG, that sort of stuff.
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In scramble, there's a special potion which temporarily makes you immune to the death ring. I made it so that an area around you is colored, which protects yourself and anyone around you. Including enemies.
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Thinking about movement mechanics a bit lately. Recently added the ability to do a quick hop forward while locked on.
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A common scenario during the playtest: Player A would block, player B would spam the attack button. Player A would block all the hits, and then try to follow up with their own attack. Unfortunately, due to latency shenanigans, player B could simply keep spamming attack and the server would always get their attack message before player A's, and as such would always "win out" in this combat scenario. Today I spent some time thinking about this and have come up with a solution: Player B's final attack will get a small frame pause, if blocked. This frame pause is long enough that player A will have an opportunity to react, even in the cases of either player having ping (designed around both players having sub 200ms ping). You can see how it plays out in this clip:
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There's a global playtest for Scramble Knights going on right now! Here's a clip of me using the mimic mirror to turn into a chicken, unfortunately I was found out. πŸ”Š
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Water walking potion in @scrambleroyale
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Coty Getzelman retweeted
My game's weirdest feature explained in 5 words or less: -you can reel in opponents
My game's weirdest feature explained in 5 words or less: - Cut the World in half!
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