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PUNKCAKE Délicieux somehow convinced me to care about defending garbage by frankensteining match-3 with tower defense and actually making it work. I'm as surprised as you are.
Paul
December 23, 2025

7.5
Overall Score
"Scavenger of Dunomini is that rare indie game that takes two established genres, mashes them together with actual thought, and produces something genuinely worth your time."
Look, I've played approximately eight thousand match-3 games in my life, and about seven thousand nine hundred and ninety-nine of them have been variations of "move shiny gem, make it go pop." So when PUNKCAKE Délicieux — a team that apparently hates sleep and releases a game EVERY MONTH — dropped Scavenger of Dunomini on me, I expected another forgettable puzzle game with a sci-fi coat of paint. What I got instead was a game that made me defend literal garbage with the intensity of a parent protecting their child. The premise is absurd: you're a scavenger bound to a trash pit on planet Dunomini, and other droids want YOUR trash. Not on my watch. The genius move here is that every tile type has its own matching rules. Remember Wario's Woods? That weird 1994 puzzler nobody talks about? This is that energy, but evolved. You're not just matching — you're building defenses, managing vertical space, and juggling mechanics that would make most match-3 developers break out in hives. I sat down for "just one quick round" and emerged three hours later, emotionally invested in recycling.
Here's where Scavenger earns its keep: you've got TWO clocks ticking. Keep your trash stacks manageable OR the game ends. Stop the raiding droids OR they steal your precious garbage and the game ends. Oh, and by the way, each resource matches differently. Red tiles? Three in a row. Blue tiles? Different pattern entirely. Figure it out while chaos unfolds. The control scheme is deceptively deep. You can grab tiles from underneath OR beside you. You can toss them horizontally. You can kick. You can wall-jump while climbing. Most match-3 games give you a cursor and call it a day — Scavenger expects you to BE the puzzle-solver, physically moving through the playfield like a deranged platformer character. The tower defense layer adds another dimension: recycle trash into automated defenses that fend off raiders. Suddenly you're making split-second decisions about whether to match for points or convert resources into turrets. It's the kind of multitasking that makes my brain hurt in the best way. Sessions run 10-30 minutes, which is perfect for my attention span and mounting existential dread.
PUNKCAKE has this house style — clean pixel art with personality — and Scavenger nails it. The trash tiles are distinct and readable even when the screen fills with chaos. Your little scavenger droid has just enough character animation to feel alive without being distracting. The raiders have personality. The whole aesthetic screams "Gameboy Advance game you discover years later and wonder how you missed it." Pentadrangle's chiptune soundtrack absolutely rips. I'm talking about music that gets stuck in your head for days, the kind that makes you hum along while doing dishes and questioning your life choices. It's energetic without being grating, which is a miracle for a game where you're staring at the same screen for half an hour straight. The sound effects are punchy and satisfying — that match confirmation sound hits different when you're under pressure. My only gripe? The UI could use slightly larger font sizes. I'm not THAT old yet, but squinting at construction menus between frantic tile-grabbing isn't ideal. Minor complaint for an otherwise visually coherent package.
Scavenger includes singleplayer, 2P couch co-op, AND 2P couch versus. In 2024. When everyone else abandoned local multiplayer like it wronged their ancestors. Co-op is where things get spicy. Coordinating with another person to defend trash while matching different tile types turns into beautiful chaos. You're yelling at each other about who's handling which stack, who's building defenses, who just threw a tile into the worst possible position. It's relationship-testing material. Versus mode pits you against someone directly, and I can confirm it brings out the worst in people. Stealing matches from under your opponent's nose while they're distracted by raiders? *Chef's kiss.* Pure psychological warfare over garbage. The fact that PUNKCAKE crammed this much variety into their monthly release schedule is borderline offensive to developers who take three years to ship updates. This is their first 2P game, apparently, and they nailed it harder than studios with ten times the resources.
Here's my wishlist, because I'm nothing if not demanding: an online multiplayer mode would be phenomenal, but I know that's a huge ask for a small team. Some kind of endless mode or daily challenge would extend replayability beyond score chasing. Maybe a practice mode where I can experiment with tile patterns without raiders breathing down my neck? The game also lacks any kind of progression system. You boot it up, you play, you get a score, you're done. I'm not asking for a battle pass or whatever predatory nonsense live service games push these days — just SOMETHING that acknowledges I've put in the hours. Unlockable color palettes. New tile types. A cosmetic hat for my scavenger droid. Anything. That said, the core loop is strong enough that I keep coming back anyway. Score attack has always been my weakness, and Scavenger's high score chase hits that same dopamine receptor that Tetris Effect and Downwell exploited so effectively. I hate that it works on me, but here we are.
Scavenger of Dunomini is proof that genre mashups can work when developers actually understand what makes each genre tick. PUNKCAKE took match-3 mechanics, added tower defense pressure, threw in local multiplayer, and somehow created something that feels both familiar and fresh. At six dollars, this is an easy recommendation if you're into score attack games, puzzle mechanics with actual depth, or just want something to yell at your friends about. The dual-clock pressure system keeps every session tense. The varied tile rules prevent autopilot brain. The presentation is clean and charming. My complaints are minor — mostly about wanting MORE content, which is the best kind of complaint. Is this going to replace my 200+ hours in Slay the Spire? No. Will I keep booting it up for quick sessions when I need that perfect difficulty sweet spot between braindead mobile puzzlers and sweaty competitive games? Absolutely. PUNKCAKE continues their streak of making me reluctantly respect their output, and I'm running out of ways to say "this small team keeps shipping better games than studios with fifty times the budget." Scavenger of Dunomini is good. There. I said it. Now leave me alone while I defend my garbage pile.
Quality
8
Shockingly polished for a team cranking out a game every month — I found zero bugs and the controls actually make sense.
Innovation
8
Each tile type has different match rules AND you're managing tower defense simultaneously — haven't seen this specific chaos since Wario's Woods in 1994.
Value
7
Six bucks for 10-30 minute sessions with co-op and versus modes is fair, though I've already spent three hours yelling at trash.
Gameplay
8
The dual-pressure loop of managing matches while fending off raiders kept me playing way past my bedtime, which I resent.
Audio/Visual
7
Pentadrangle's chiptune soundtrack slaps harder than it has any right to, and the pixel art has that clean PUNKCAKE charm I begrudgingly admire.
Replayability
7
Score attack plus multiple modes means I'll definitely boot this up again when I need a quick dopamine hit between disappointments.
What Didn't Annoy Me
Actually innovative match-3 mechanics instead of just reskinning Bejeweled for the thousandth time
Dual-pressure gameplay loop that kept me engaged past my usual five-minute attention span
Local multiplayer modes in 2024, which apparently makes PUNKCAKE heroes or time travelers
Chiptune soundtrack that lives rent-free in my head whether I want it there or not
Six dollars for a polished experience — fair pricing that doesn't insult my intelligence
Clean pixel art that prioritizes readability over flashy nonsense
What Made Me Sigh
No progression system means each session exists in a vacuum with zero sense of advancement
Online multiplayer would be perfect here but is conspicuously absent
UI font sizes require better eyesight than I currently possess
Could use more modes or challenges beyond pure score attack
Sessions end just when I'm hitting my groove and want to keep going
Final Verdict
Scavenger of Dunomini is that rare indie game that takes two established genres, mashes them together with actual thought, and produces something genuinely worth your time. PUNKCAKE Délicieux continues their monthly release streak with a game that's more polished and innovative than most studios manage in years. The match-3 mechanics have real depth thanks to varied tile rules, the tower defense layer adds constant pressure, and the local multiplayer modes prove couch co-op isn't dead — just abandoned by cowards. At six bucks, this is an easy recommendation for puzzle fans, score chasers, or anyone tired of match-3 games that treat players like brain-dead slot machine enthusiasts. My only real complaint is wanting more progression hooks to justify my inevitable addiction. Now if you'll excuse me, I have garbage to defend.
Scavenger of Dunomini
Genre
Tower Defense
Developer
PUNKCAKE DélicieuxPlatform
Windows, Mac, Linux
Release Date
Jan 1, 2023
Rating
7.5
/10
Tags
PUNKCAKE Délicieux somehow convinced me to care about defending garbage by frankensteining match-3 with tower defense and actually making it work. I'm as surprised as you are.
Paul
December 23, 2025

7.5
Overall Score
"Scavenger of Dunomini is that rare indie game that takes two established genres, mashes them together with actual thought, and produces something genuinely worth your time."
Look, I've played approximately eight thousand match-3 games in my life, and about seven thousand nine hundred and ninety-nine of them have been variations of "move shiny gem, make it go pop." So when PUNKCAKE Délicieux — a team that apparently hates sleep and releases a game EVERY MONTH — dropped Scavenger of Dunomini on me, I expected another forgettable puzzle game with a sci-fi coat of paint. What I got instead was a game that made me defend literal garbage with the intensity of a parent protecting their child. The premise is absurd: you're a scavenger bound to a trash pit on planet Dunomini, and other droids want YOUR trash. Not on my watch. The genius move here is that every tile type has its own matching rules. Remember Wario's Woods? That weird 1994 puzzler nobody talks about? This is that energy, but evolved. You're not just matching — you're building defenses, managing vertical space, and juggling mechanics that would make most match-3 developers break out in hives. I sat down for "just one quick round" and emerged three hours later, emotionally invested in recycling.
Here's where Scavenger earns its keep: you've got TWO clocks ticking. Keep your trash stacks manageable OR the game ends. Stop the raiding droids OR they steal your precious garbage and the game ends. Oh, and by the way, each resource matches differently. Red tiles? Three in a row. Blue tiles? Different pattern entirely. Figure it out while chaos unfolds. The control scheme is deceptively deep. You can grab tiles from underneath OR beside you. You can toss them horizontally. You can kick. You can wall-jump while climbing. Most match-3 games give you a cursor and call it a day — Scavenger expects you to BE the puzzle-solver, physically moving through the playfield like a deranged platformer character. The tower defense layer adds another dimension: recycle trash into automated defenses that fend off raiders. Suddenly you're making split-second decisions about whether to match for points or convert resources into turrets. It's the kind of multitasking that makes my brain hurt in the best way. Sessions run 10-30 minutes, which is perfect for my attention span and mounting existential dread.
PUNKCAKE has this house style — clean pixel art with personality — and Scavenger nails it. The trash tiles are distinct and readable even when the screen fills with chaos. Your little scavenger droid has just enough character animation to feel alive without being distracting. The raiders have personality. The whole aesthetic screams "Gameboy Advance game you discover years later and wonder how you missed it." Pentadrangle's chiptune soundtrack absolutely rips. I'm talking about music that gets stuck in your head for days, the kind that makes you hum along while doing dishes and questioning your life choices. It's energetic without being grating, which is a miracle for a game where you're staring at the same screen for half an hour straight. The sound effects are punchy and satisfying — that match confirmation sound hits different when you're under pressure. My only gripe? The UI could use slightly larger font sizes. I'm not THAT old yet, but squinting at construction menus between frantic tile-grabbing isn't ideal. Minor complaint for an otherwise visually coherent package.
Scavenger includes singleplayer, 2P couch co-op, AND 2P couch versus. In 2024. When everyone else abandoned local multiplayer like it wronged their ancestors. Co-op is where things get spicy. Coordinating with another person to defend trash while matching different tile types turns into beautiful chaos. You're yelling at each other about who's handling which stack, who's building defenses, who just threw a tile into the worst possible position. It's relationship-testing material. Versus mode pits you against someone directly, and I can confirm it brings out the worst in people. Stealing matches from under your opponent's nose while they're distracted by raiders? *Chef's kiss.* Pure psychological warfare over garbage. The fact that PUNKCAKE crammed this much variety into their monthly release schedule is borderline offensive to developers who take three years to ship updates. This is their first 2P game, apparently, and they nailed it harder than studios with ten times the resources.
Here's my wishlist, because I'm nothing if not demanding: an online multiplayer mode would be phenomenal, but I know that's a huge ask for a small team. Some kind of endless mode or daily challenge would extend replayability beyond score chasing. Maybe a practice mode where I can experiment with tile patterns without raiders breathing down my neck? The game also lacks any kind of progression system. You boot it up, you play, you get a score, you're done. I'm not asking for a battle pass or whatever predatory nonsense live service games push these days — just SOMETHING that acknowledges I've put in the hours. Unlockable color palettes. New tile types. A cosmetic hat for my scavenger droid. Anything. That said, the core loop is strong enough that I keep coming back anyway. Score attack has always been my weakness, and Scavenger's high score chase hits that same dopamine receptor that Tetris Effect and Downwell exploited so effectively. I hate that it works on me, but here we are.
Scavenger of Dunomini is proof that genre mashups can work when developers actually understand what makes each genre tick. PUNKCAKE took match-3 mechanics, added tower defense pressure, threw in local multiplayer, and somehow created something that feels both familiar and fresh. At six dollars, this is an easy recommendation if you're into score attack games, puzzle mechanics with actual depth, or just want something to yell at your friends about. The dual-clock pressure system keeps every session tense. The varied tile rules prevent autopilot brain. The presentation is clean and charming. My complaints are minor — mostly about wanting MORE content, which is the best kind of complaint. Is this going to replace my 200+ hours in Slay the Spire? No. Will I keep booting it up for quick sessions when I need that perfect difficulty sweet spot between braindead mobile puzzlers and sweaty competitive games? Absolutely. PUNKCAKE continues their streak of making me reluctantly respect their output, and I'm running out of ways to say "this small team keeps shipping better games than studios with fifty times the budget." Scavenger of Dunomini is good. There. I said it. Now leave me alone while I defend my garbage pile.
Quality
8
Shockingly polished for a team cranking out a game every month — I found zero bugs and the controls actually make sense.
Innovation
8
Each tile type has different match rules AND you're managing tower defense simultaneously — haven't seen this specific chaos since Wario's Woods in 1994.
Value
7
Six bucks for 10-30 minute sessions with co-op and versus modes is fair, though I've already spent three hours yelling at trash.
Gameplay
8
The dual-pressure loop of managing matches while fending off raiders kept me playing way past my bedtime, which I resent.
Audio/Visual
7
Pentadrangle's chiptune soundtrack slaps harder than it has any right to, and the pixel art has that clean PUNKCAKE charm I begrudgingly admire.
Replayability
7
Score attack plus multiple modes means I'll definitely boot this up again when I need a quick dopamine hit between disappointments.
What Didn't Annoy Me
Actually innovative match-3 mechanics instead of just reskinning Bejeweled for the thousandth time
Dual-pressure gameplay loop that kept me engaged past my usual five-minute attention span
Local multiplayer modes in 2024, which apparently makes PUNKCAKE heroes or time travelers
Chiptune soundtrack that lives rent-free in my head whether I want it there or not
Six dollars for a polished experience — fair pricing that doesn't insult my intelligence
Clean pixel art that prioritizes readability over flashy nonsense
What Made Me Sigh
No progression system means each session exists in a vacuum with zero sense of advancement
Online multiplayer would be perfect here but is conspicuously absent
UI font sizes require better eyesight than I currently possess
Could use more modes or challenges beyond pure score attack
Sessions end just when I'm hitting my groove and want to keep going
Final Verdict
Scavenger of Dunomini is that rare indie game that takes two established genres, mashes them together with actual thought, and produces something genuinely worth your time. PUNKCAKE Délicieux continues their monthly release streak with a game that's more polished and innovative than most studios manage in years. The match-3 mechanics have real depth thanks to varied tile rules, the tower defense layer adds constant pressure, and the local multiplayer modes prove couch co-op isn't dead — just abandoned by cowards. At six bucks, this is an easy recommendation for puzzle fans, score chasers, or anyone tired of match-3 games that treat players like brain-dead slot machine enthusiasts. My only real complaint is wanting more progression hooks to justify my inevitable addiction. Now if you'll excuse me, I have garbage to defend.
Scavenger of Dunomini
Genre
Tower Defense
Developer
PUNKCAKE DélicieuxPlatform
Windows, Mac, Linux
Release Date
Jan 1, 2023
Rating
7.5
/10
Tags