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Barn of Duckness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #19 | 3.167 | 3.167 |
Overall | #24 | 3.150 | 3.150 |
Metroidvania | #24 | 3.233 | 3.233 |
Enjoyment | #26 | 3.067 | 3.067 |
Sensory | #28 | 3.133 | 3.133 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot 4
Team/Developer
Solo
External assets
Font and Quack Sound, everything else made by me.
Prizes eligibility
LearnIndie
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Comments
Hello! Fun game, I would say first of all that the style of trying to replicate NES games was executed well here, I really liked the crunched up quack sound effect for example. The visuals also worked well here and although I personally find chiptune music to be a bit annoying in general, considering the limits you had to abide by, it worked pretty well here.
Some critiques I would have however are that the game itself felt pretty unresponsive. The basic movement feels good, but the base attack takes a bit too long to do for my liking and it was hard to tell when the enemies were actually dead. It also took a while to figure out that I had to attack the first lever to progress in the level, and after that I couldn't figure out where I was supposed to go so I stopped playing after that.
Otherwise, I think the concept is pretty fun and I really like the idea of a duck-themed metroidvania and to the scope of the jam, I would say it was done pretty well. Nice entry!
Thanks for playing and leaving feedback!
I had a long internal debate about the attack startup. In Castlevania, you have the whip which helps provide the player so safety when attacking. Thats why I used the quack bubble as the damage dealer. Maybe the delay in when the hitbox actually turns on is the issue. It was kind of hard to balance that out. I also knew how much I tinkered with it, someone would have a legitimate issue about it. As for the enemies being hard to tell if they were dead, I'm not sure if I should have given the player more feedback. Leaving dead things on the ground looked really funny to me and there was a soccer game on the NES, where if enough players were injured, their bodies would stay on the field and it was hilarious to me as kid so thats why they never disappeared after death.
This was the bane of my game. I knew this would be the most common piece of feedback from others and its a shame because the switches and related doors weren't intended. There was actually going to box puzzles, but it was so glitchy that I didn't have time to fix it all the way I wanted, so I pivoted to an easier mechanic, but knew the art for the switches definitely were going to be issue for the player to decide if they were background pieces or things you interact with.
Once again, thanks for playing and the feedback. I will get your game and upload my review as soon as I can!
I loved the theme and the self imposed challenge! This game is really fun! The only thing I think I'd add is there should be some feedback when you hit an enemy. I was confused if I was doing damage to the farmer until I beat them. I think just reusing the flash the character does when being damaged would do!
The boss was the item that just didnt get the attention that it needed. I was burnt out at that point and basically said, "whatever, I know I'll get docked for this, but I'm just too tired to fix this."
I'm glad you liked the theme and self-imposed challenge, I had a lot of frustrating fun with it haha. I'll get to your game as soon as I can!
I don't have feedback that hasn't already been mentioned, but I just want to say that I love the quirky directions you take. I think about Life of the Party a lot. Keep it up. Also, for the record, I was impressed by all the animations in the game. Good work.
Haha yeah, all the feedback that has mentioned I foresaw, which was unfortunate, but I like to make the last MVM of the year more goofy and lighthearted. Sometimes that means not as good of a game lol. And yeah, IIRC, you and KKairos won that MVM. I can't remember the title off the top of my head, but the thing that immediately comes to mind was that the player looked like Bobby Hill in a racoon skin hat and I loved that. Gathering lost kittens for that ol' lady was fun as well.
This MVM, I decided to record my playthroughs and ratings so it will take some time to get yours recorded and uploading. Can't wait to see what you and Kkairos have in store for me.
Very fun little game! Enjoyed playing it :)
Thanks! I'll have a review posted as soon as I can!
Really cool game! I loved the music and old school look! The dive bomb mechanic was really fun to use
Thanks for playing. I will get to your game. Recording and uploading these videos is taking more time than I anticipated.
Ok, so this game is my true competition. We even had the same duck quack sound..... ANYWAYS please go check out Chick-Magnet and rate on mine as well if you get a chance.
Review: This game is more complete than my own, but it does lack a smoothness in the flight was my main point of flaw. I like how you gained all the moves and things were unlocked in a logical way as to use each ability one by one, another thing I did not have time to finish in my own game. I made it to level 14/19 because I only give every game at least 15 minutes the first play though, and then make my review decision. I can see why this game has as much rating and reviews, though I am in competition of the fact that I also made a game about Ducks lol.
That being said great Job 4.75/5
I will come back and finish the game when I have gotten through the reviewing process
Haha, I can't wait to check it out then. I heard there was another duck game, but I was still trying to catch up on those who already played mine.
Really fun and interesting project!
I have to admit that when I first saw the artstyle I knew I had to try this one and give it a run. I really like the artstyle and controls felt as supposed.
Nice "quacky" sound btw ;) Good job!
Haha thanks for playing! I'm recording my reviews and ratings, so I'll upload yours once I have it played and uploaded!
Very good looking retro-style game.
The game is fun to play.
My feedback is floor and wall have the same texture, when I first saw I almost thought I cannot walk pass through the wall.
I don't know is a bug or not in the hover upgrade room sometimes I can't use hover on the one-way platform.
Thanks for playing! Yeah, the color palette really painted me into a corner. I knew there were some things that would look to similiar and be hard to tell which was interactable or not.
As for the hover, you can only hover after you jump and hold the jump button. If you're falling, you can't enter hover mode (which was something I didn't catch and should have been there).
Nice looking, funny, entertaining. Consistent game, congratulations!
Thanks for playing. I'll work on getting your game recorded and uploaded soon!
That would be lovely and incredibly appreciated, sir. Let's discuss about its game design overall and level design once you play it.
Edit: I am exploring your YouTube channel and wow, I sincerely like what you are doing here!
No problem and thanks for exploring the channel!
Love the vibes the game give.
Thanks for playing my entry! I definitely like to stick to my roots and the self-imposed NES limitations was really fun and challenging to work with.
I'm recording and uploading my feedback videos so I'll link my review to your games as soon as I can upload it!
Thank YOU! my game is not quiet finish but you can still play it and review.
Fun and silly game! The NES aesthetic was well done and consistent and I loved the characters and enemies.
One issue I did have was that the background of the barn blended with the platform colours, making it difficult to differentiate between the two in the beginning.
But other than that, I enjoyed it!
Thanks a lot! And yeah, I knew that was going to be a problem. I tried different ways to fix it it, but i think I painted myself into a corner on that one :S.
I'm recording and uploading my feedback videos so I'll link my review to your games as soon as I can upload it.
Pretty ducking good, all around clean experience. Consistent style and a good layer of polish all the way through.
Thanks a lot for playing and leaving feedback! Your game is on my list to play, so expect a youtube link for feedback sometime soon!
First of all i love the concept, pretty fun haha, gameplay was pretty nice and solid, graphics and presentation could be better (didn't like the music and animations at all) BUT this definetly one of my favorite games of the jam!! keep it up!
Thanks for playing! I'm sorry you didn't enjoy the music or animations. I'll get to your game as soon as I can!
hahaha don't worry it's probably because they are not my type but it's actually pretty decent not bad
I'm not worried about it. It's a piece of feedback I haven't had so far this jam, so its nice to differing opinions.
i really enjoy the art for this, the sound and the visuals. i'm a huge fan of asset reuse (as you saw in mine lol) but i do think using the same asset for the floors and some background elements is probably taking it a bit too far and makes it a little confusing to navigate. i got stuck after the dive bomb like a lot of folks. i hit a switch which opened a door, but right below that there was a set of double doors that i could just not get open. i'm realizing now that maybe you were supposed to use the dive bomb to get out of there, in which case i would have probably prevented the player from leaving the room after they got the power up and made sure they used it like that before leaving. when i got stuck i started quacking to the beat which was a lot of fun. i also liked how you would sort of passively gain extra health without even really noticing but you might also consider a bar that shows when you're about to get another "level". all told, it was enjoyable! somehow this is the second duck themed game i've played in this jam.
Thanks for playing! Yeah, I know where you're talking about and those doors don't open for the switch in the room to the left of it. That switch opens an additional door in another room that you've already visited on the left hand side. I also forgot to put in what the dive was supposed to do which was basically kill cows, but I was exhjausted at that point haha. I actually wondered how to communicate the passive life gain. There is a sound effect, but if I had the energy and time to polish it, I definitely would do something with the healthbar visually in addition to the sound.
I haven't seen another duck game in the jam yet. That'll be interesting haha. Thanks for playing again.
it’s called chick magnet, it’s very strange but also has a dedicated quack button. i totally get you on the time and energy, i was doing this jam in the evenings after my full time which is also a creative thing and when i hit submit i never wanted to see my games face again lol
A little confusing at times to find where you needed to go, but this fit the whole "Metroidvania aspect" VERY well! Good job!
Thanks for playing! And yeah, the getting lost is the most consistent piece of feedback I've been given for this entry. Ah well haha
My feedback for your game will be delayed a bit. I'm recording and uploading all my playthroughs as I work through them. Definitely will get to your game!
Your welcome, and thanks!
This is great! The style is awesome, the controls feel good, and I love how the hoes come up to smack you if you walk over them. I got stuck after unlocking the dive bomb and couldn't figure out where to go. But great job on everything!
Thanks a lot for playing! Yeah, I'm really kicking myself for not making it clearer to the player. I knew the most consistent feedback I would receive would be people getting lost because of not seeing switches to unlock and what they unlock.
My feedback will be delayed a bit. I'm recording and uploading all my playthroughs as I work through them. Definitely will get your game!
Nice entry! You succeded on making the game feel like it came from the NES era, from the sound to the number of colors per sprite, and the metroidvania aspect was cool, altought I almost tought that the game was linear at the beginning.
The only aspect that perhaps could be improved are the Barn backgrounds, they are maybe a little too monochromatic, and I feel that maybe there is a bug when you dive bomb into enemies, sometimes the main duck takes damage anyway, so its usually not a safe option to use it. And cool Boss, altought maybe at the third fight he could have used a new special attack, he was fun to fight.
Nice little game! And also good map, it helped finding non explored areas, congrats!
Thanks a lot for the feedback and playing my game! I too felt it was little to linear, its something I need to fix in future entries. The barn background was the first thing cut when I started running out of time. I thought it would be better for the player to recognize more important things, but we all make assumptions that don't turn out to be true.
The divebomb issue I saw at the end of testing. What I would have done was create a separate hurtbox for the dive and sized it fairly. I just didn't have time at that point. And yeah, I love my maps! The more rooms you have, the more important it is to have one. And being dynamic really helps.
Thanks for playing!
Edit: My feedback will be delayed. I'm recording my playthroughs and ratings and uploading them.
I got lost as well, but backtracking saw me finding the switch :) Nicely done and the quack sound really makes it.
It sounds like getting lost is going to be the most consistent point being made with this entry. I anticipated it too. I knew it was possible that people would completely miss switches. I'm glad you caught it though! And yeah, I love the quack haha. Thanks again for playing!
Very nice entry!
I love the old NES aesthetic and feel also and I think you nailed it, even down to the controls and delayed attack, etc. I love how the actual QUACK onomatopoeia itself is the attack!
The only real nitpick I have is that I think you should put a little more color on the levers to designate them as something different. I missed the first one and ended up searching all around and even backtracking all the way to the beginning to try to find what I had missed.
Music is fantastic btw! I wish this jam had us grading graphics, sound, music, etc also. Between it and the aesthetic, it actually reminded me of Duck Tales a lot!
Almost forgot to say that I love all the stats at the end also. I think that this game would be fun to speedrun and also to try a pacifist run on also, especially if you add seconds to the timer and add an enemies counter stat also.
That means a lot to me thanks! I really wanted to keep to my self-imposed limitations. I think the available colors hurt me a little, but I think my favorite piece were the ladders. And yeah, I knew I needed a way to establish distance due to the animation not extending enough. I thought about the castlevania whip and quickly decided that's how I was going to fix that issue.
This one bothered me so much. I knew people were going to struggle with it and I thought about putting the first lever to the left of the ladder, but a wood beam is right there and I was afraid it would be mistaken for background art. I assumed the players would want to pacify the hens and eventually see the lever, or they would see it by its lonesome if they were on the ground floor. I blame the colors I had to work with lol.
This is awesome to hear. I've never used a tracker before, so a couple days before the jam, I watched a tutorial series on Famitracker. I toyed with it a bit and then transferred that over to Furnace. The only track made in Famitracker was the Quack Rap in the post action report.
I actually do have a kill stats, but it was hidden. I guess at some point, I turned its visibility off and never turned it back on. I also really thought about making it so that you can speedrun and also do a pacifist run. Problem was that I didn't have the energy to make a different crow so that those wouldn't be counted.
Thanks a lot for the feedback. My feedback is going to be delayed on games because I'm recording them and uploading them, but I will get to your game!
Nicely executed game and I like the NES aesthetics. I just couldn't finish the game. Didn't figure out how to continue after 14 rooms.
Thanks! It sounds like you missed either a switch or didn't see the doors open. I was afraid that it would be an issue.
probably just me :)