Are you attending GaMaYo#24? This year it’s taking place on the 22nd May 2025 at Project House, Leeds. We have over 30 games that will be showcased and 300+ developers, game industry publishers, investors and platforms in attendance.
Today we are looking at ‘Crapshoot’ which is confirmed to be at the event, from Gnarled Hand Interactive!
Crapshoot by Gnarled Hand Interactive
What would be your description of your game?
Crapshoot is a casinopunk ‘boomer shooter’, with RNG at its core and some roguelike/metroidvania elements. The gameplay loop revolves around fighting classic ‘casino archetype’ bosses in themed arenas, with battles currently including a bartender, pit boss, slot machine, and roulette wheel. More bosses are in development – we’re aiming to add two new bosses for the GaMaYo demo.
The player’s gun evolves as it revolves – each reload causes the barrels of the gun to spin like a slot machine, triggering different effects and modifying the gun’s behaviour when it stops spinning. Currency can be earned fighting bosses and spent at a vendor in the hub, allowing players to customise their loadout and giving them some choice in their build, but also an ever-increasing number of potential RNG effects each reload. Each boss also drops a unique, powerful, barrel on death, and they can be approached in any order, allowing players to build on their victories to progress through the game.
How did development start? (Were there any key inspirations or ideas that drove you?)
It started as a month-long game jam project, for Boss Rush Jam 2025. The theme for the jam this year was ‘Spin’, and the casino FPS idea formed pretty quickly. Cuphead, Fallen Aces, and Ultrakill came up a fair bit in discussion as an inspiration during the initial design phase. Once we’d settled on the central mechanic and mechanic and a general aesthetic, the rest came pretty organically.
Player feedback so far has been highly encouraging, and everyone’s remained enthusiastic about the project since the jam, so the work continues.
Tell us about the team behind the game!
We’re a bit of a constellation, really – we’re across three different timezones (UK, US, AUS), and were all introduced to one another by different collaborators. Everyone met through the game jam circuit at different stages, and the team has steadily evolved over the last couple of years into a steady roster. This is our very first outing with a name for our little studio, so we’re all very excited about that.
What kind of experiences do you hope to bring players?
Something challenging, but varied and rewarding enough to be addictive, even when you’re getting your ass kicked. There’s a fair bit of build diversity in the game already, and it’s been exciting to hear playtesters talk about their favourite setups.
We’re also very enthusiastic about bringing a cohesive aesthetic – not just high fidelity, but something iconic and entertaining in its own right.
In 10 words or less, highlight the appeal of the game!
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