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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!

(+1)

Thanks for playing and leaving feedback!

base attack takes a bit too long to do for my liking and it was hard to tell when the enemies were actually dead

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.

 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.

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!