Hold down the mouse to use the torch.
Use WASD to move.
Escape the forest, where it all started.
If you have trouble loading the game use this link:
https://turbowarp.org/765137316
(20/07/2024: Fixed the hitboxes for the doors. They really needed that.)
___ENEMIES___
Pico is the smallest enemy, and the one you'll probably encounter the most. He'll copy your movements slowly, and can easily cut you off. Make sure to prepare for him.
Giga is more aggressive than the other two, but can be avoided easily. When you hear strange radio-like noises, turn your light off and stay still. When the noises stop it's safe to continue.
Nano is the tallest enemy, and the least dangerous. He slowly floats through the map towards you, disappearing only when touching your light. Although easy to deal with it can be stressful if Giga decides to attack while running from him.
While Scratch doesn't appear in the maze section, you'll confront him at the end of the maze. A final showdown, if you will...
There is a secret hidden in the map. Finding it won't get you anything, except satisfaction I guess.
The reason this thing is so different from the original is because my friend helped me out on a lot of it (models and animations)
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l BONUS ME TALKING ABOUT THE GAME! l
l SPOILERS AND BIG WORDCOUNT INBOUND! l
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When I finished the original scratch.exe I put a "part 2 coming soon!" in the notes and credits. This would come to haunt me exactly 3 years later...
All jokes aside, making Scratch.exe 2 was a surprisingly long and difficult journey. So why not read me talking about it for a thousand words or so? I DO like to waffle quite a bit...
Ok, so on release scratch.exe 2 was... yeah, it was bad. It's playable nowadays! But at the time it was quite literally impossible. If you don't believe me go read the comments.
@Jcdot93666 helped out a LOT with bugfixing.
As you can probably read the biggest problem at the time was NANO. I named 'em that because I'd yell their name every time something messed up around them!
NANO is simple in concept. Move towards the player when the light is off, vanish when touching the light. It should've been easy. My FIRST recognized mistake was using the ghost effect. The idea was that they'd slowly fade from view and reappear somewhere else. Except, uh... they wouldn't spawn in. Turns out I had conflicting code that'd immediately stop them in their tracks. Once I fixed that I had a new problem entirely.
NANO was invisible. Not in the intended way either. I reset the ghost effect. Still no sign, which was annoying because they could still kill me. As it turns out it was running the fade-out code every tic, and i couldn't figure out how to fix it. The next problem was that I VASTLY overestimated the distance of NANO's spawn. I thought it was far enough to give people time to react! WRONG! I was so, so very wrong...
Not only was NANO spawning in the way, but dying once meant that NANO would spawnkill you THROUGH THE GREEN FLAG.
@Jcdot93666 helped me find out about it and thank GOODNESS for that. Weirdly enough I never had any problems with the other two. Or even scratch himself. It was just NANO...
The other problem was all thanks to the weird scrolling engine I used. The doors (both the key door and the passcode door) would stop following the map the moment you touched them. This meant that you could just... walk through the passcode door. Sure, it'd visually be stuck to ya like glue but it'd have no effect otherwise. The bigger travesty was the key door though, because... THATS THE LAST OBSTACLE!! No keydoor, no challenge...
I fixed it by giving the doors themselves collision instead of relying on the map and making the player interact code and the "stick to the map" code separate.
The best part of that game is probably the designs my friend
@thegreatwolfen did for the characters. It ALMOST made up for the spaghetti code. Almost. You'll notice how they tried to get it as close to the original model as possible (for scratch at least, they kinda went and did their own thing for the other models.)
Overall I think the game suffered from a lack of structure. My original version of the game was basically the same as the first one, a walking simulator. Instead of scratch killing everybody it was gonna be Tera walking through the labs and seeing all the carnage.
There was gonna be a mechanic where you'd hide behind wreckage from a mutated Pico (he had the DEMON SCRATCH eyes, and if you know anything about DEMON SCRATCH you probably already know how scuffed the original Pico model looked.) and most of the gameplay was getting keys and walking back and forth. Best comparison I have to the original game's vision is probably the stuff by Official_DarkFlame.
Maybe I'll make The scrapped version of Scratch.exe 2 a reality someday...