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A jam submission

The QuackenView game page

Duck in a Barrel Game
Submitted by David Naußed, Ruthenium, GreenroseGames, Riaasu, pandorous — 6 days, 20 hours before the deadline
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The Quacken's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (on itch.io)#34.0924.092
Game Play / Game Feel#73.7243.724
Art Direction#84.0534.053
Overall#83.4913.491
Level Design#83.5923.592
Audio#123.3163.316
Storytelling#152.8292.829
Innovation / Experimentation#222.8292.829

Ranked from 79 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Year of education

Credits (names and roles of entire team)
Ruta Sapokaite - Pixel Art / Programming
Kevin Andersson - Art Direction
Vidar Grönros - Level Design / Implementation
Marina Arknell - Gameplay Programming / Game Design
Daria Dragana Paunchici - Project Management / Level Design
David Naussed – Lead Programmer

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Comments

(+2)

Its a basic stealth game done well. You seem to have scoped the project perfectly for the showcase, delivering a highly polished browser game. The art looks good, the game play is nice and the music is matching. I feel like I'm missing an interesting mechanic. The game play is functional but pretty plain, it works for me but I'm missing something to keep me hooked for more than 5 minutes.  

Developer(+1)

Thanks a lot for playing and thanks you very much for the feedback!
We had a lot of plans and a big backlog of things to do, sadly many of the mechanics we planned had to get cut for the GGC showcase. :(

Either way, we may or may not work on this project in the future and try to add the special hook to the game.
Personally, I hope we can develop the game into something fantastic.

(+1)

Sounds like a plan. Good luck!

(+2)

This is probably the most polished game here! Very well done. Everything fits so well and the design of the levels is perfect. It felt fair, and challenging at the same time. Well done guys :) Make more! I could have played longer.

Developer(+1)

Thanks a lot and we will most likely try to keep working on this project!
I hope we can get the balancing "more" right too! :D 

(+5)

An absolute treat. There's some great things at play here, and the simplicity of the gameplay itself really allows the visual and aural features to shine. 

What I think really sticks with me is how I feel like you nailed the pacing. I feel like you landed in a really good spot regarding how and when the game ramps up in difficulty and you start ushering the player into thinking in new dimensions. From simply staying out of cones, to going around tables and behind objects to intentionally putting yourself at risk to kite enemies away from their patrol - it just feels right. 

Initially it took me a moment to understand what was going on with the cones visually appearing and moving around my character, but once I understood it was my own line of sight everything fell into it's place. Maybe I just missed this feature in an explanation somewhere, but consider making this feature even clearer, possibly in the first room you start in?

Furthermore, i'm so glad that you decided to not have a system in which the player would eventually run out of lives and be met with a game over. The fact that I could just keep playing and try again immediately when I got caught was a huge reason that I stuck with it for as long as I did and that I was always engaged and having fun. While it might feel tempting to go hardcore and really punish players In a game like this you went the other way - very smart move!

The ability to hide in the barrel I didn't really understand. I feel like I got caught even though I got in it if I was already in an enemies sights, but if I used it prematurely I really just lost my bearings due to not seeing what happened around me, so I never felt like I had a reason to opt for it over just playing smart with my movement. While the idea of an ability besides movement is cool, maybe re-iterate on what you want to accomplish with this?

A-grade pixel art. Audio and music is f*cking smashing, and that's coming from a technical sound designer. Just wish tunes would change as I got to new roomes, but that's just me being greedy.

Congratulations to a fantastic achievement!

Developer(+2)

Thanks a lot for playing and thanks for this very informative feedback! 
I am speechless and do not know what to say. It's simply very good and constructive feedback.

I'm happy that the experience of our game is actually almost exactly as we intended it to be, except sometimes a small bug occurs, but that's negotiable, haha. 

About the hiding in a barrel mechanic: I feature creeped our game the last day and just added it because everybody said "please add it", but since the levels were already done and a very fast hiding mechanic would break most of the puzzles, 

I applied a enter time window in which the player can get seen. Basically if you jump into your barrel and an enemy sees you, the enemy will remember you. That was part A to avoid breaking all the puzzles with a new mechanic. 

Part B was an attempt to give the player some incentive of using it: You can't get seen as long as you do not stand in the way of your enemy. If the enemy walks against you regardless if you have been detected or not, you get caught. Either way, I added a small "act of patience" to the barrel mechanic. You get vision for a second every 2.5 seconds. The balancing of this mechanic was not very good, but I really wanted to implement all the animations of the duck, so everybody can enjoy the pixel art in its fullest. 

We will definitely rework the hiding in a barrel mechanic  to make it feel good and give it more meaning! :) 
And of course, more variety to the player in terms of music and maybe even different kind of puzzles and environmental mechanics.

The ideas for this game are pretty open and I think we can go a little nuts with it.

Thanks again and thank you very much for playing our game :)

(+2)

I like the general narrative of how and why you get cought, also sometimes the characters were dragging me towards the oven that looked amazing, I wish you would make it a feature(or in case of the living room drag towards the door). I also like the shortcuts and how they are somewhat hard to find and the idea of "hide out". Tables as hide out was fun too. Table decorations though, maybe they are not needed if I'm on the menu? However they looked nice.

Sound effects were nice and very fitting. Music however after a while got too repetitive. Also I expected different areas to sound different so I was disappointing when nothing changed when I entered living room area.

Also I don't know if this happened only to me but after I reached the first "living room" level with stairs my ability to hide from enemies was not working anymore. I would simply hold space bar and the character would play the hiding animation but after less than a second character jumped back up again. It didn't break the game for me but definitely made it harder. Maybe it was intend to be that way but in that case there was no clear indication in any form for why that happened. Neither could I see any cool-down anywhere.

Overall I really enjoyed this pixel art game with its familiar mechanics and a novel to me story. Thank you!

Developer

Thank you for playing and thanks a lot for the feedback!
It seems like you experienced a bug with the barrel. I thought i have fixed it, but I guess my fix failed :( 
I will take the direction of the dragging towards a certain prop in consideration! It sounds like a very nice idea.
In regards of the different music for different themes, I agree with you. We will definitely consider more variety in music and sounds for each area! 
We all have some idea about the world building of our game and we hope we can realise it! :) 

Either way, thanks a lot for your suggestions

(+1)

I thought the music was quite irritating and wanted to die to make it stop. Died several times but still couldn't get out. But if that was the point-Good job!

Developer(+1)

Thanks for playing! 
We are going to improve the visual feedback on the level progression and game progression :)
In addition, we want to add features to disable sound, music and/or lower them!

Submitted(+3)

Brings us back to the old Game Boy games! The pixel art is overall very consistent. From the looks of things you didn't use a colour palette with too many colours, as well as small sprites, which both added a lot to the retro vibe. The sound effects and music were simple, but that only enhanced the experience due to its consistency with the art style. You're rewarded for exploring since some paths are a lot easier than others, though the shortcuts made the game shorter than it could've been. The Metal Gear-style barrel does its job well too once you've learnt the timing of the enemies.  Would've loved even more levels, great job!

Developer

Thanks a lot! 
I am very happy when people play our game and give us feedback resembling our intended experience for the player. :) 

We may tune a lot of stuff in the future, it really depends on our time and you probably can relate. 
I am very thankful for everybody who plays our game and leaves such nice feedback! It really helps us to decide whether we want to work on this game in the future or not. So far, we really want to 

(+3)

Charming pixel-art graphic and animations. I like that the levels has a balanced progression of difficulty and introduction of new enemies. The shortcuts were a nice way to get past, but sometimes it felt like too much of a shortcut, and that you could force the player to actually make it through. The hiding in barrel got a while to get for me, but was a nice mehcanic when learning it. Overall a charming pixel-art game that delivers. Good job! 

Developer

Thanks Pontus!
The levels were designed without the "hiding in a barel" mechanic in mind, but I feature creeped our game on the last day and implemented the mechanic as well as possible so all our art assets are in our game one way or another.
With that said, I had to blance the barrel mechanic somehow to not break the levels, so I simply gave it a long enter animation, which requires accurate timing rather than a reaction-based skill.
If the player learns the barrel mechanic, it can add a lot. 

Anyway! Thanks a lot for playing our game and leaving such nice feedback! :) 

Submitted(+2)

Is there an official plushie of the playable character yet?

Developer

Aww you!!!
Sadly there is no official plushie, but maybe our concept artists might draw something in the future

(+2)

The music was fine to start with but after 5 minutes of it the repetitiveness got to me. The gameplay had a bit more variety but was starting to become repetitive too by the end. That said, the level design held up well and was nicely graduated for increasing difficulty.

Not knowing where I was supposed to be going was frustrating. I just tried to get as far as I could without being seen, which seemed effective but I had no idea how far I was from the end of either the level or the game.

Developer

Thanks for playing our game! 
And thanks for your feedback.
Some form of visual feedback for the progression is definitely something we would like to include in our game.
We will try our best to consider your feedback for our next build, IF we keep working on it in the future :) 

(+1)

The game was nice, however there were some bugs such as owls not working after a few deaths and bookshelves and furnaces working as hiding spots when running into them.

Developer

Thanks a lot for playing!
Yes, sadly the owl break sometimes due to a small hiccup in the code :( 
But, if our team decides to keep working on the game, those bugs will be gone! 
We aim for a clean game based on the players' feedback. 
With that said, thanks a lot for your feedback!

(+1)

A rather good stealth game but you have no idea where you are going on each level so it becomes trial and error after a few levels. I am not sure the upbeat music fits the rather grim setting. That said, the music was good on its own.

Developer

Thanks a lot for your feedback! :)
Yes, we require some feedback on the level/game progression. Maybe some environmental details which show some direction or distinction of different areas in the level? Leave your ideas in the google survey or just here in the comments. Would you prefer a more subtle representation of the progression, a more mechanical one, like find a key and then a door? Or would you prefer a map?
About the music, the game has a more disney-ish thematic, like Tom and Jerry, so we did not consider that it might be perceived as grim.
Maybe we gonna dig more into the grim theme? Sounds a very interesting way of evolving our game too :)

Thanks a lot for playing! 

(+5)

This game got a duck in a barrel 10/10. 

Love that old school retro feeling: simple but good graphic, solid controls, nice tune. I did enjoy this. 

Developer

Thanks a lot mate! 

Submitted(+4)

You can't not enjoy a game with a duck in a barrel as main character. That being said - Amazing Level Design, really smooth progression of difficulty. Everything from sound, art, presentation and mechanics fits together and delivers a super intriguing and enjoyable stealth game. Great work! 

Developer(+1)

Thanks a lot for playing and thanks for your feedback!
Parts of the game which seem to spark some fun in the player are not even polished yet, so I hope we can raise the quality of our game even more through way more and better polishing :)

(+2)

Awesome cute kind of retro feel, also very consistent in the delivery. The levels have a great progression in difficulty and especially the last few levels really pose a fun challenge. 

Oh yeah - and I love the duck in the barrel, what a main character. Would absolutely buy a soft toy version of it. 

Developer(+1)

Thanks a lot mate!
We might plan to make a little something out of it :) 
We got really attached to our duck in a barrel

Thanks for playing!

Submitted(+3)

Having a WebGL build is the ultimate hack to not only get a nice big red button linking to your nice looking itch-page and away from this one. It also means I can "walk up to a game" and play it immediately! Good Job! Super fun game as well!

Developer

Thanks a lot!
And yes, WebGL builds are a blessing :)