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DAVE the DUCK's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #11 | 4.400 | 4.400 |
Art / Graphics | #19 | 4.400 | 4.400 |
Sound/Music | #32 | 3.800 | 3.800 |
Controls / UI | #63 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Other
Rating #2
Family Friendly
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Comments
Link to VOD:
(will be live at 9pm EST)Visually, this game is amazing. I really love the graphic design for it, and I think it's solid. Soundtrack feels good as well, not overwhelming. This game however could use some work to really make it shine. I had a lot of laughs while playing, but it's very clearly in the earlier stages of development (and that's fine, that just means feedback is easier to incorporate).
First and foremost, I'd like a button tutorial. It took me just pushing buttons at random to realize that the right joystick would let me control the camera angle, and that's HUGE for some of these puzzles. Knowing ahead of time which buttons do what would be nice--even if it's just a little pop-up that maps them out for you.
Speaking of that camera angle, the fact that the camera spins when you get on top of certain moving objects is funny for about 0.5 seconds, and then it's nauseating. Plus, since you have to keep moving usually once you get off said moving object, you don't have the ability to readjust your camera angle and that's a struggle, too. Please make it so the camera itself doesn't spin with the character when the character goes for a ride on said moving objects, the fate of all of us gamers with even an iota of motion sickness relies on this. 💜
The levels, while fun, do not seem to go in a linear pattern for how much skill it takes to complete them. I definitely think this deserves a rework overall. Some of the earlier levels felt particularly difficult, and then the level after could be completed with two jumps and easily avoiding an object. So instead of getting progressively more difficult, it felt more like a wave of ups-and-downs on difficulty.
In order to help the player know where Dave is going to land, having a shadow under our fine feathered friend at all times would really help. That way I could see where I'm aiming as I make jumps to tiny little platforms.
Similarly, some of the platforms that explode need to be a bit more forgiving with timing to get to the next spot, or give you more of a boost. At least one person in my chat watching me struggle with a level said they would have flat out given up on trying to get the timing, and I think that is important to note. You want it to be difficult, but you don't want it to feel unforgiving.
Thankfully though, since the levels are not super long and you can see them start-to-finish, it's not too painful to be sent back to the beginning over and over again. If the levels were any longer, this wouldn't be the case. So if you do decide to add in longer levels as the player progresses, adding in readily spaced checkpoints will also be a good idea so that the player doesn't always go back to square one upon a misstep.
I know this game is early in development, but I would highly suggest adding in a color blind mode for it. I'm pretty sure anyone who is blue and/or yellow color blind would not be able to play this game. I know my father struggles with these colors (yellows are all beige/white for him, and blues are all gray/white), which would mean he would not be able to see this game well enough to play it. Anyone similar to him would also struggle. So adding in that accessibility component would be really helpful to appealing to a wider audience overall.
This one is nit-picky, but I also think adding a space between "level" and the level number would visually be good--especially since the lowercase "L" and the "1" look so similar. Or use a dash (ie level-1) to make a visual distinction.
Despite it being rough around the edges as far as gameplay goes though, it's an enjoyable game thus far. I could see myself playing a lot of this game, especially if you were able to get it into Steam with leaderboards shared among your friends? Oh boy, the competitiveness between my friends and I that we could have in this game would be AMAZING. We already get super competitive with the leaderboards for Super Hexagon, so this would be a fun one to add to our mix.
Thanks for the very good feedback! I have tried to add most off the things, and the thinks i haven't yet, i will add later on. Thanks a lot!
I played this game on my stream (VOD).
Overall, the graphics were really cute and the aesthetics fit together well. We had some trouble with the controls though. It seems that moving the right joystick on the gamepad doesn't rotate the camera, but for some reason, it rotates the axis of movement of the duck. For example, initially, the duck would move to the right when the left joystick moved to the right. After fiddling with the right joystick, the duck would move up/away from the screen when the left joystick move to the right.
The levels were also challenging, but it felt that a large part of the challenge was the viewing angle, and not necessarily the level itself. We recommend having the right joystick control the camera angle, and the left joystick affect the movement of the duck relative to the camera (e.g., moving the joystick right always moves the duck right on the screen).
This was a VERY CHALLENGING but very entertaining game. The gameplay itself was fun, though sometimes the handling could be frustrating. Some tweaks on the controls could easily resolve that issue. The music was really cute and we liked listening to it.... up until the point it stopped playing. But until that point, this game had a variety of songs a lot of games in this genre do without, and that is definitely one of this game's strengths. The variance in the levels was nice and the pace of introducing new obstacles and platform types was good.
The camera, however, makes it very difficult to judge the spatial relationships of platforms, objects, and obstacles. The ability to look around or maybe just a better camera placement and level visual design would definitely be helpful, unless that's what you're going for as part of the challenge, in which case it certainly accomplishes the task of forcing the player to adapt.
Overall, this is a game with a ton of promise and we'd love to see the developer carry this to completion.
Also, it would be really fun to be able to customize the duck with colors or hats and scarves or something to that effect.
Hey! Thanks for the awesome video and feedback. I watched your whole feature of Dave the Duck plus read you feedback, and have channeled it into a big update there i added and fixed on most of the problems you stumbled upon. Thanks again for the great feedback!
Heckinthewhy playing your game:
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
DUCKS! AND IT'S SUPER CUTE! YAY! Playing was such a delight, getting through about 8 stages. However, early on it became apparent to me that there was a problem going on despite my successes: the game was not designed for keyboard in mind. This wasn't so say the commands weren't there for me to control by keyboard, but when I hit a stage where I couldn't make out where they were in a 3D space and they were NOT at easily made angles it made me realize there must be a camera control for controllers that isn't programmed into the game properly. I then quickly discovered that if I took my mouse, held my right mouse button down and moved it around, the character would turn, indicating a level of control that I hadn't been able to do. While it became a different reason, it still told me that the game's support of keyboard is accidental.
Normally, if a game can't support keyboard then I tell the person how I can't cover it and they need to implement the right controls for me to do so. Since you had accidental controls, I was able to play still.
Some levels felt like huge jumps in difficulty. However, this could be from a potential lack of camera control. In addition, it felt like those pillars with spikes have HUGE hit boxes. It was crazy how many times I should've made the jump but I clipped the hitbox without ever being close to touching the spikes themselves. This is for sure something to look at.
I love this a lot and want more!
Your game has been covered and feedback by Sen, congrat! :D
Her review is at 2:46:56
Recommended to use Controller