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A jam submission

Darkest Duck (Wild Jam Version)View game page

Roguelike Dungeon to hunt down the Mighty Duck Boss
Submitted by Quixjote — 30 minutes, 28 seconds before the deadline
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Darkest Duck (Wild Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#862.7652.765
Theme#893.2943.294
Controls#1002.7062.706
Originality#1023.0593.059
Graphics#1052.8242.824
Overall#1082.7562.756
Fun#1132.4712.471
Accessibilty#1182.1762.176

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
Curses, What the Duck

Game Description
Venture into the depths of the lair of the Mighty Demon Duck. Demon Duck will stay hidden until all torches are lit!

How does your game tie into the theme?
In order for the duck to be found, you have to light all the torches in the game. Exposing the true nature of the Mighty Demon Duck

Source(s)
N/A

Discord Username(s)
quixjote

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

The turn-based style of gameplay is interesting but definitely needs some animation or something for the sake of clarity.

Submitted(+1)

I found it confusing what was happening on screen. Would like to see it more polished. I really like the concept though and music was very nostalgic. 

Developer

As I work on it more, there will be a leading story arc as a tutorial. I originally wanted you to start in a castle talking to the king. Giving you the quest to hunt down the MDD. and then on your way out a mighty wind swept into the Great hall of the castle, blowing out the torches. Your tutorial would be lighting them back up again. in a dim, not dark, environment.

Submitted(+1)

The concept is good and the art and music are simple but quite nice. I think the base game is mainly there, just needs polishing. On top of what others have mentioned about visual feedback and stuff, I personally felt the keybinds were quite tricky, maybe I played it wrong but my hand started to hurt after keeping my fingers in Ctrl and 1 at the same time; I'd prefer the shoot button to be something like Z, or maybe J if WASD is added for movement. Settings for remapping those would definitely go a long way as well. Either way, congrats on your first GWJ!

Developer(+1)

Key bindings are definitely planned! Having just started using Godot (or any game engine in that matter) in June, there are many things I know I can improve on. I am sorry you had to use CTRL and 1 at the same time. The CTRL was supposed to just be with the arrow keys for turning or "pivoting " your character to face a direction. I also plan on adding an indicator stating which way your character is facing.

Submitted(+1)

A cute little dungeon crawler. I appreciated that the theme played a role in the mechanics, too.

I'd echo some other comments, like the missing feedback on doing damage to enemies. I don't always read game pages unless I have problems playing, so I assumed walking into enemies did damage. I think SFX for attempting to move onto blocked tiles vs. hitting enemies would go a long way.

From reading the comments, I understand that you didn't get in all the features you wanted. However,  the bones of a dungeon crawler are there. I saw procedural dungeon generation, grid-locked movement, enemy variety, and combat. There's still a lot to go, but hats off for the progress you made during the jam.

Congrats and I look forward to seeing what you make next time.

Developer(+1)

Thank you! And yes, as you saw already, there were some timing and technical issues that I was running into . Only been using Godot since June, but I did it and pushed myself out of my comfort zone. 

As I update this definitely things I am adding/cleaning

  • up to 2 attacks for each enemy, and up to 4 abilities per enemy (though I think in my notes, the most any have is 3)
  • Definitely more sounds, from fireball, confusion, footsteps, dripping water, etc. I am all for the immersive experience and it bugs me I wasn't able to get that going in time for you all.
  • The Procedural generation will change into larger rooms.  The spawning of the room type and what is in the room will follow the same general rules as now, while also adding in loot crates as well for equipment, and ability books for learning/leveling up abilities.
  • Absorption system - Instead of "dropping" items from inventory, a player can choose to absorb it for a fraction of equivalent XP to level up faster (Yes, there are player levels in the game already... you probably noticed  you healed occasionally. That was you leveling up. More hp, etc)
  • Full menu to allow key binding, volume level adjustments (Although I am glad I was able to at least grab the mute button from my bricked game last min). I knew these games would be streamed by some, so I try to make things that are stream friendly as well.
Submitted(+1)

A turn-based dungeon crawler! Definitely 5* on creativity. Really enjoyed playing this one, really feels like a throw back to the OG GameBoy era.

Pros:

- It is very on theme! 

- Providing an option to pivot and look in direction was good foresight! I would imagine there would be fringe cases where there was insufficient space to maneuver

- A play-by-play arrangement is great accessibility. I feel it provides an option to people who want to play and action adventure game, but prefers not to have that twitch reactionary gameplay to enjoy this.

- There were a lot of other minor touches that didn't go unnoticed! Having the light glow on both player and enemy fireballs that gave sneak preview of darkened areas, adding a gradual heal to the player, providing torches to light also serve as a good mental check-point for players in such a sprawling labyrinth.

Critiques:

- Would have been great to hear echo-y sound effects in a dungeon like this! I recently learnt that you can add "Reverb" effects to AudioBuses in Godot. so that's worth checking out!

- Would love to see this with a clear duck sprite!

- Enemy health bars would be nice too!

- If death can bring me back to the last checkpoint, that would be awesome!


Overally, a really enjoyable submission! Feels like something that would be awesome to play with your viewers on stream! Epic effort!!

Developer

Thank you for the in-depth review! 

  • I have seen a lot of 3D games over the years that use the "Moving in the dark" mechanic, but not many in 2D since maybe the late 80's early 90's
  • Thank you! I can only really think of 3 ways to approach this: Mouse for directional look, "Pivot", or if changing direction, the first time you click the key it changes direction before you actually move. I wanted this game to be completely run from keyboard (or controller eventually as well) so mouse was out of the question.
  • Right? Even the abilities (currently just fireball) moves with the turn. There will be more things eventually that determine move distance for each turn, but when I have the game zoomed out in dev mode it's fun to watch everything happen in order.
  • The gradual heal is actually you leveling up. I didn't mention it page because there is no indicator for it. But there are multiple things affecting mobs. Mob strength is determined by your player level added with your fireball level, and the number of mobs that spawn in a room increase each few levels, up to a max of 10 per room. This was the passive aspect to the curse system. 
  • I soooo agree. and I didn't even think to look at the reverb in Godot. That is really good to know.
  • There is a duck sprite... though I have only seen it once after adding in the leveling ;) 
  • Agree! I had planned on adding Health bars to the enemies as well - but... time. LOL
  • I will have to think on the death thing. I hadn't planned on adding number of lives, but maybe I can make it an option, and the torches as a checkpoint sounds like a swell idea.
Submitted(+1)

When I first played I got pretty stuck with the controls because I didn’t get any feedback from attacks and the objective was unclear. Well, I just gave it another shot, and it’s a really great game! Well done! I would say that something to make it more appealing would be to include some screenshots on this itch page.

Developer

Agreed. Sadly with all of the darkness to start out with, screenshots were a little difficult to grab. I am glad you like it and I definitely plan on doing more with this one.

Submitted(+1)

One of the top games for fun that I've played so far, great job!  Echoing some others, the feedback is lacking, initially I didn't know if was actually damaging enemies or not so I avoided them which meant wandering around and missing some torches.  Also gamepad support would be nice.  The music and the aesthetic were great, keep up the good work.

Developer (1 edit)

Thank you for the feedback. I barely got the health bar working on the player, and had meant to put it on the enemies as well, but time was just too short.  I am sure you know this feeling... Having to scale back because of time constraints. This is more what I was (and still will be) going for long term. So be sure to check back later as I figure out some of the issues I was having!  

Submitted(+2)

I forgot to mention a bug I found: pressing CTRL + W crashes the game for some reason

Developer(+1)

I didn't even think about Ctrl W, as that would close the window. I know there is ability to tie in JS to the game, so I think I can force the browser to ignore main commands like Ctrl W? -- But that is great to know, especially for one of my other games.

Submitted

In engine, you can probably use

func _notification(what):      
    if what == NOTIFICATION_WM_CLOSE_REQUEST:       
        # Code to handle close request

or something like that.

Submitted (1 edit) (+1)

I think the enemies could have a little less health. Also, some bouncy animations for walking, sound effects and some sort of lerp or position smoothing on the camera movement would really help with the game juice. 

Overall, I had fun with this one, good job :)

Developer

Agreed. Part of the "Curses" aspect was tied into the enemies getting stronger as you do. And you definitely do get stronger over time. Your fireball gets stronger the more you use it, and the more enemies you beat, the stronger you get. And you get more health. However, I was having issues with the abilities so far and ended up only being able to do fireball in general. 

Sound: Again, I totally agree. Even if I had gotten a sound for the fireball itself. I wanted sound to be a big element honestly, to be able to tell directionally where mobs were at.

Camera/Lerping/etc: Even some Idle Animations would have helped for sure. Also having a indicator showing which way your character was facing would have helped a ton.

Thank you for the input!  I look forward to doing more jams as my skills improve!

Submitted(+1)

This was a very good first entry (if this was your first)
Keep up the good work, the more games you make, the better you get ;)

Developer

This was indeed my first official Jam. I did a little challenge with friends amongst myself and came up with SotS in my gamelist, but it was just something to get us motivated. It was thanks to FatalSparrow's suggestion to join that gave it a go. I am looking forward to future Jams

Submitted

They are super fun, right?

Submitted(+1)

I think the concept is genuenly very awesome and could be fleshed out into a big game, but the games kind of confusing and for the first like 10 minutes i was wondering how to light the torches. Also the lack of sfx is kinda sad but still a very unique game.

Developer

I totally agree with you! Originally I was going to have multiple abilities, but between the turn based system, and the abilities, I ended up wasting 3 days just dealing with bugs. It was an ambitious project for sure for a first time Jam. I am blessed I was able to get it up at all, as it was down to the wire. There were non-game-breaking bugs galore that I were dealing with... All the enemies are supposed to be moving around the game, but I had originally set a flag to give the option to only move once they "saw" the player. However as it got closer to the deadline and I changed the flag so all enemies could move no matter what.. they seemed not to listen. The spider and goblin just stood there like "Um... I do a thing?" 0_0 

I have been simply amazed by the submissions I have seen so far, and this definitely deepens my realization I need to set up a library of small assets (Like movement logic scenes and scripts) for future Jams.

As far as Inspiration: I remembered a game growing up called TaskMaker that I love playing (to this day) on my old Mac PowerBook. I was in communique with the designer of it for many years. 

Submitted(+1)

Watching you stream the development of this RUINED ME! I keep wanting to zoom out to see the whole world! I was not able to find all my torches and was told by chat that I passed some with enemies on them… maybe next time!

Developer

LOL! I was tempted to keep it in, but I wasn't sure how to get around the level scaling of the enemies if I did. Also I had twitch up to hopefully watch you play some, but I guess twitch was being twitch <3 

Submitted(+1)

great work, and very cool idea! solid name choice too. Definitely looking forward to your future submissions!

Developer

Thanks! I can't wait to participate in more, especially as my skills improve!

Submitted (1 edit) (+1)

Hey, since your comment was so helpful on my submission - I thought it was only fair to reciprocate!

Pros:

  • You clearly put a lot of time into the appearance and sound - and it shows. I really enjoyed the lighting and shadows, it added a lot of depth to the game and even gave a 3d effect to the walls due to the shadows. This also extends to the small lights on some enemies / obstacles, and to how the torches reveal portions of the map.
  • The lighting also subtly influences difficulty which is interesting. Once you start unlocking more torches, you have big reference points that you can explore off of without getting as lost - its a nifty way of influencing difficulty throughout the level.

Critiques:

  • I would have enjoyed learning the key bindings through an in game label, pop up, or hint system.
  • It could be cool to see the game evolve more during a play session - for instance the idea of some monsters that could trample the lit torches
  • Similarly, possibly some new attack mechanics that unlock over time, or with torches found
Developer

😁 I see my style is wearing off on a few people - Thanks for the advanced feedback!

  • Thank you - I took a lot of inspiration from "TaskMaker", a 1989 RPG for the Mac. I was even in contact via email with the dev a couple years ago.
  • Exactly! While the original concept would have been similar... it would have been rooms that locked as you enter, then you had to light all 4 torches in each room to unlock the door and progress. Had to change it up to one large dungeon
  • Agreed - I will definitely work on adding that. I know not everyone reads the "manual" as it were, so definitely an in-game reference would be handy.
  • LOL The monsters are bugged as heck right now. They ALL are Supposed to be moving. But they are so rebellious that they don't listen. I like the idea about the enemies interacting with the torches though.
  • Eventually there will be some randomized loot tables and gear and such, as well as 4 more ability for the player to find and level up. The enemies will each have their own types of abilities as well.