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Light and Duck's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #16 | 4.143 | 4.143 |
Theme | #31 | 4.214 | 4.214 |
Graphics | #37 | 3.786 | 3.786 |
Fun | #43 | 3.357 | 3.357 |
Overall | #46 | 3.367 | 3.367 |
Audio | #62 | 3.071 | 3.071 |
Accessibilty | #90 | 2.500 | 2.500 |
Controls | #119 | 2.500 | 2.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
What the Duck
Game Description
Toggle the duck's color to navigate and avoid obstacles, whenever you want!
How does your game tie into the theme?
The entire game is black and white, and the color of the duck (the player) is toggled to make one or the other solid.
Source(s)
N/A
Discord Username(s)
8x8chicken
Participation Level (GWJ Only)
1
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Comments
love that you provided multiple controls (lmb/rmb) for swapping/quacking. i managed to clip out of bounds and fall into the infinite void >:)
Wow! I thought I made clipping out impossible, but I guess I didn't check everything. You truly defeated my game.
Very cool! It was a fun mechanic and idea to swap between colour states like that. I do think the controls were a little tricky. Maybe a simple changing the toggle colour button to a single button would help if possible?
Tricky controls seem to be the biggest criticism! As I said in another reply, I'd probably change it to be one color-switching control if I make a new version. As much as I like combining moves for actions, it can be difficult for new players or really anyone who isn't me, the developer.
Amazing idea, sometimes tricky controls but still super fun and challenging.
Controls were a bit tricky for me but I love the presentation.
Good job!
Our games have almost the same name. To be honest, I almost used the exact same name as yours.
Anyways, some feedback: I wish the controls were a bit more intuitive. Maybe just binding the swithing to a single dedicated button (like Q for example) instead of Left Mouse + Right Mouse would have made the experience a lot smoother. That aside, good job :)
Yeah, the controls did seem like the biggest thing that might need to change. I went with the current setup because I felt like having 3 separate controls for all of your actions could get confusing, and getting to use the quack action a lot seemed funny. If I ever remake the game, I'll definitely aim for an optimized control scheme.
I get it, quacking is very appealing
Had fun until I softlocked myself and could not continue, the controls took a bit to get used to.. but with some practice things got easier
Do you know where you got softlocked? I tried my best to avoid softlocks, but I guess some still got through.
it was on one of the diagonal sections like a staircase… I was in a 1x1 box of the staircase and I could not get out.. nothing seemed to work… Maybe I missed a mechanic?
I can't find exactly what I think you're mentioning, but I'm pretty sure there should be some way out. One of the more important mechanics was that you can switch while jumping or moving in other ways, which I didn't describe the best through the tutorial. With a well-timed switch, you can jump to climb alternating colors or even jump through a wall of the opposite color if you also move sideways.
I will give it another shot and if I get stuck snap a picture… I am almost posative I could not time the escape correctly and gave up to soon.
This is the area I got stuck before.. in the 1x1 black box.. If you figured out just spamming the buttons gets you through.. I am glad I figured it out; exploring the rest of the game was fun!
Oh yeah. There, the best strategy is to either fall twice into the level below and climb back up, or time a jump and switch to go through sideways. Difficult controls, but very rewarding once you learn the timing.
Awesome, felt really good with a bit of practice being able to smoothly switch between the colours as I went, well done