The IRS is here, and they want the money that you don't have.

So, you must descend into the sewers to steal money from rats.


Music by Brian Nguyen

SFX and Code by Jonathan Ouf

Art by Tony Dong


Notes/Known Bugs:

The HTML5 Version of IRratS can get laggy in later phases of the game due to the large amount of objects. It is recommended that you play the Windows export if possible.

Regarding the bill cost scaling system, it doesn't make too much sense, but it's a required gameplay element to allow for scaling difficulty. More clarification will be added in the post-jam version.

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  • Tero Hannula

    It was nicelooking, but as Baky said, you would eed fullscreen mode etc. as I kept misclicking outside tthe window and then not being at the game anymore. The collisions didn't feel good, you could collect coins after bouncing, should be sooner and also bigger collision area for them. As mentioned before by others, you should be able to hold mouse to keep shooting. Otherwise, it was good overall.



  • baku

    A game with mouse aim, that requires constant clicking, needs a fullscreen mode (or windowed mode where cursor is locked within the window)

  • Peter 🌊 Jørgensen

    My final cash were 1437. Is that the highscore? Could probably do better on a 2nd try.

  • Fachewachewa

    I agree with Kwis on the font, had a hard time reading it.

    Also, I'm really not a fan of the fact that you need to click for every shot.

    And the sound of throwing knives were so loud compared to the rest that it made me jump ahah

    • Jonathan Ouf
      Lv. 12
      Jonathan Ouf Developer of IRratS

      3yrs ago

      Hey, thanks for playing the game! I'll probably add an autofire function in for the post-jam version, and the throwing knife sound was loud because the knives could've been hidden behind the similarly colored coins.

  • Hyper Freeze Games
    Lv. 17

    I really like the art, for it's 3D-Like feel, and the overall mechanics were cool and well implemented! The only thing that was a bit frustrating was how the bills worked. I didn't really get how much i was going to have to pay.

    All in all a very fun game!

  • Kwis
    Lv. 67
    • The how to play screen was hard to digest. When displaying crucial information to the player, I recommend to keep it short (only the essential), with space to breathe, and a font that is readable without a single bit of effort (unless very low rez, some rez just won't be convenient). Having several clear pages encourages to read more than one page with a very blocky text. Sequence informations: You put the controls in one line. Sequence it in several so that each command is separated, making the whole thing organized.
    • The rats and crates have tons of life. It feels like grinding as it goes slow and I tend not to be able to buy a single upgrade in the first level because of the bills, which is frustrating. Since there are several levels, I'd recommend keeping the first enemies easy to kill (and perhaps give less reward to balance it) just so that there is a progression going, then add tougher ones after. Imagine if in super mario bros 1 you had to jump on the first goomba 5 times before it dies...
    • Speaking of which, I didn't get well what the bills were bringing here aside the game over, which felt a bit forced cause there was no clear "way" to predict how much you gotta save.
    • When coins drop, they make such a weird bounce. They fall off, then bounce to oblivion. ?

    I like the idea Allie suggested: less loot in crates

    EDIT: For some reason I dealt more damage when retrying the third time. Is there a reason?



  • Professor Stein
    Lv. 2

    I really enjoyed how bouncy everything was. You made a monotonous task like breaking boxes quite enjoyable! There was also quite a bit of choices, which was nice. Buy an upgrade, or save your pennies for next "rent". Break boxes, or break rat heads. Fight a tough enemy, or run away and search for loot everywhere else. Only critique, and this may have been intentional, but anytime i would pick up the coins after losing them, the amount needed would amplify as well as the coins dropped on next death. On wave 4 I found myself in an odd loop of dropping all my coins, picking up more than I had, and then the amount needed sky rocketing to ungodly amounts. Once again, this may have been intentional. Good fun though and i love the bounce of everything! Great particle effects :D

  • Adrien Dittrick
    Lv. 11

    Very juicy gameplay and nice special effects! However, I waren't sure why my bills kept going up as I picked up money.

  • Allison James

    This controlled buttery-smooth and looked awesome. I loved how "punchy" the game felt - shooting things had genuine impact to it.

    I had a few niggles, though. It seemed odd to me how much better it was to target crates than rats - even if I went for the "kingpin" rat, time would normally elapse on me and I'd get hit too much by other rats for it to really be profitable, whereas only clearing crates' way of rats then emptying the crates seemed to be solid in getting me through levels. I think I'd have suggested making crates one-hit but reducing their payout to force you through more of the levels.

    The theme implementation seemed detrimental as well. Can't fault you on matching it - but I'd love to play a version of this where rats were dangerous and killing the kingpin was mandatory to clear the level, rather than it just being an arbitrary timer thing.

    Superb work in all - this is a really satisfying game to play and has a ton of room for future expansion.



  • Mohamed_DKD
    Lv. 2

    a very funny game indeed. And the controls are amazing. The art and music too. If I had to criticize something, I would say that the coins jump way to high and are confusing to grab before they settle down. Good job guys ^__^