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busride studio

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A member registered Feb 23, 2024 · View creator page →

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Great art and music on this game! The reverb on the gun shot felt very satisfying, and there was a good switch in atmosphere from storm to calm with the music. The helpful tooltip popup when standing near NPCs to remind you of what key to press was a nice touch!

Well done team!!

Hello Mystery!! Wow what a pleasant surprise to hear from you! Thanks for taking the time to pop in! We missed you this GWJ, was looking out for your submission.

Thank you for playing and seeing the game through to the end! Heh it was fortuitous to have the wildcard be "curses" so we could bring back the concept from DED.

@junkgolem killed it with the art as usual, and we had a new friend @scratchy_sd that made the banger tracks :D

Hopefully we'll see you soon again for the upcoming GWJs!

Interesting take on the theme! The "lightness/darkness" of the toast and coffee got me haha.

The making of the coffee and toast was intuitive enough, but it took me quite a while to figure out how to actually serve the tray. I was also constantly looking out for ducks to run past the window to click on them, but I only later realised that the ducks were in the speech bubbles XD.

Can see this as a cozy game with lofi music playing in the background!

Finished it!

Straightforward and intuitive game! The game length was just right. I knew things were about to get serious when the screen started shaking. The boss fight was pretty epic; the scale of the boss was a stark contrast to the small minions leading up to it!

5* for accessibility, for allowing keybinds having auditory feedback on music and sfx settings, and for provision of multiple game modes to cater to different tastes and preferences!

I was a chicken (even though I was a duck), and stayed at the top lane killing what I can from a safe angle. One way to circumvent this might be to make enemies that move not just horizontally, but diagonally to make dodging more active!

Overall, solid submission!

Finished it!

Straightforward and intuitive game! The game length was just right. I knew things were about to get serious when the screen started shaking. The boss fight was pretty epic; the scale of the boss was a stark contrast to the small minions leading up to it!

5* for accessibility, for allowing keybinds having auditory feedback on music and sfx settings, and for provision of multiple game modes to cater to different tastes and preferences!

I was a chicken (even though I was a duck), and stayed at the top lane killing what I can from a safe angle. One way to circumvent this might be to make enemies that move not just horizontally, but diagonally to make dodging more active!

Overall, solid submission!

Thanks for playing aardvarkio!

Yes our musician @Scratchy_sd made layered tracks of music so we can tune up the intensity as needed!

Thanks for playing therryaki!

You're absolutely right; having takedown upgrades would indeed be cool (e.g. more health regen from takedowns, or faster takedown ticks intervals).

You'll be happy to know that we've tweaked the roll mechanics to roll in the direction last moved (and only to the mouse location if player is stationery!). Will be patched post-rating! The animation problems you noticed should be fixed too!

Our artist @junkgolem and musician @Scratchy_sd would be very happy to hear your high praises for their craft! Thank you!

Thanks for playing Soda!

Day 8 in one try is really impressive! Looks like your strategy worked well!

1. Yea the health boost only applies to max_hp, but it might indeed be a good idea to bump up the current hp by that amount too.

2. Following popular feedback, we've changed the reloading mechanics such that you can move (albeit slower) while reloading!

3. The takedown animation might have been a glitch! Let me look into it.

4. We're fixed some of the characters sliding animation issues too!

Thanks for all your feedback! 

Thanks for playing Sparrow! Yea I think some of the parody effect would be lost haha. We wanted to strike a balance between not swaming players with too many enemies, but also not letting there be too many pockets of lull time. Looks like there can be more tweaks to the spawn rates. In the post release patch, we made it such that you can move (albeit slower) while reloading! Hopefully that makes the game less punishing!

Well done glasstacojar!! Seems like you could be the first person to do it! Persistence paid off :D

Thank you for playing Tomasii!
We didn't want to overscope for this jam, but indeed a variety of enemies would be cool!

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!!

Thanks so much for playing, streaming AND providing such comprehensive and useful feedback both on-stream and here Quixjote!

Thank you for your kind words! Our talented musician @Scratch_sd who was not present on stream would be thrilled to hear your glowing review of his sound design!

We definitely agree with all the critiques provided; some of which I will immediately worked into my own reusable Code snippets (adding in a SFX previews on my `SettingsPopup` scene. It's also funny that we had the same ideas on the Wishlist items that could have been added to the game if we had expanded the scope of the game :D

Had a blast on your stream! Thank you for taking the time and effort!

Thanks for playing Misterclap! Glad you enjoyed it :D. It was actually even more alike to Vamp Survivors at the start, but we had to tone down the enemy spawns cause even we as devs couldn't get past Night 1 lol. 

Thanks for playing LGWV! We're glad you liked it enough to play multiple times! :

Thanks for playing pdil! I do like games with a day/night cycle too, and we enjoyed playing the the lighting effects in Godot. We're glad you liked the mechanics (and the puns :D)

Thanks for playing pxlpush!

And thanks for the recommendation on the similarly named game with a similar concept! This is a great coincidence!! Will check out this new game (please understand, we have to say this). Lol.

Thanks for playing Kissa! Wow 10 times is probably the hi-score for number of times played! We're thrilled you liked it so much!!!

Thanks for playing Rat Race Studio!

@junkgolem our artist would be super happy to hear that you got her easter egg on the Duck Hunt dog! There should indeed be more room for variations in the attacks (maybe different weapons?) and powerups. One feedback I got others playing the game was that the powerups didn't feel as strong as the debuffs sometimes cancelled them out, but I think this was a side-effect (or y'know, Curse!) of trying to fit the subtheme of the Curse wildcard :D

Thanks for playing Videonoise! We're glad you enjoyed it! Yea on hindsight we should have shortened the gameplay to 5 days! 

Thanks for playing Anonymyst!

Agree with your feedback on the sluggishness! Looks like our game would have benefitted from some pre-release playtesting!

We're glad you liked the art and music! Our artist @junkgolem and musician @Scratchy_sd put a lot of effort into them!

The animation freezes was probably due to some error in the code not detecting if the enemies faced in the right direction! Will look into that!

Thanks for playing Jorel! The music and SFX was designed by our talented musician @scratchy_sd! Indeed, on hindsight we also felt that a 5 day win con would be more apt (going to take it up with the inefficient rescue team at Mallard Secret Services inc.). And we agree that tweaking the speed up of the gameplay would make it feel better :D

Thanks for playing Cia!

I had scaled the reload timer and move speed down initially to provide space for the relevant upgrades (e.g. "reload speed" ), but on hindsight it might have been too much! A shorter default timer would have felt better. 10 days was also an arbitrary amount set for a win con, but perhaps a 5 day limit would have made it a shorter and sweeter experience given the lack of variation in its current scope!

I lol-ed at your punny concluding statement :D

Thanks for playing nhutchins!! We're so happy to hear that you enjoyed it enough to play multiple runs!! If we had more time, we would have liked to implement a hi-score system to better help you track your performance across different runs!

Ok wow. Let's knock these off one by one.

1. Thank you so much glasstacojar for playing multiple times, recommending it others on the discord, and even getting your friend play it! This makes us more happy than you can imagine!

2. The various animation freezes and erroneous sequencing was probably due to some code errors in detecting when certain triggers have happened (e.g. when direction of enemies changed, when they switch between the different movement states). Great eye on catching the lack of a death animation. In fact there is one, but I think it fails to show as it's a static 1 frame animation, and I missed out on duplicating it several times to ensure it stays before the enemy queues free. 

3. On the points about enemy AI, those are all great suggestions. There is a finite state machine coded for the enemies, and I think in theory these could all be implemented (e.g. looking to the player after being shot etc.) Given the inspiration sources for this game, there are probably many ideas we could implement! To compromise the scope to fit a jam duration, I think the consequence was also a point you mentioned about it being too easy if you knew what to look out for.

4. Your point on the perspective is an interesting one. We had set out to make a top-down game, so we didn't do perspective scaling on the game view. Without using the 3D engine I'm not sure if i can easily scale the camera perspective to make it orthogonal, but its something worth looking into!

5. Great suggestion on the UI improvements and bugs! Will check these out and fix them!

6. Finally, on your questions about the flashlight, its a funny story... But i'll let you in on it for the most detailed jam feedback we have ever gotten haha. At the start of the game discussions, Drake was supposed to be a VAMPIRE DUCK. So.. you know, all light would have hurt him (regardless of if they were UV). But somewhere down the time, we all forgot about this, and just got carried away with the Metal gea... *cough* i mean.. Secret Operative theme. That's when drake conveniently got a SUPER SEVERE case of Eczema, so much so that light of any kind hurt him. Perfectly logical *winks*

Thank you again on behalf of our team for this detailed feedback and effort put into playtesting our game!!

Thanks for playing CCador, twice even!! We're glad you enjoyed it and got the reference!

The art direction was the brainchild of our artist @junkgolem! And I think the effort she put in here really shows!

Thanks for playing Thomas! We're glad you liked it, and nice catch on the pun :D

Amazing concept! I loved the idea of playing musical SCALES based on observing the surroundings to unlock puzzle!

The top-class ambient music and SFX is what I've come to expect of @passivistefforts! That juicy water splash effect *chef's kiss*. I must have spent a lot of time on this game but I didn't notice because of how zen I felt.

The art style is cosy and assets were well-curated to be cohesive, and fit with the overall theme, mechanic and vibe of the game.  The unlockable ability (no spoilers) was a pleasant surprise, and the feel of the control was superb.

GREAT JOB Passivist! Superb entry!

Original concept, and great implementation of dual perspective! I liked the concept of protecting your plants, sort of like a reverse TowerDefence.

The game guides you through thoroughly, but I feel like the first night might have taken too long to come. I kept checking to see if the enemies were going to spawn, before the capsule mobs finally appeared. The combat feels like it could be fleshed out more, with visual feedback of attacks landing or damage taken by player.

This would be a good base for a polished game to be built on.

An interesting concept to have to stand on light circles to shoot! The visual feedback from the shots landing was very satisfying. Addictive game loop of randomly dropped chests and upgrades!

One issue i noticed was, when standing and waiting on a light panel to turn on, if I do not move the character, sometimes it fails to register that I am in fact standing on a lighted panel. The issue is resolved once I move. The game would also benefit from some form of tutorial! It took me a while to figure out how to shoot!

Overall, solid entry!

Very original implementation of the "Perspective" wildcard, as well as the mirroring of your stats onto your next opponent. It was interesting to master aiming in 3rd person, from a displaced angle. Banger tracks for music, really adds to the tempo of the game. 

Perhaps of pausing the music abruptly, it can be dimmed down during upgrades choice. The game would benefit from having a full screen mode! It's currently quite small on browser. 

Wow an entire detective novel shoved into one game jam! I haven't played such a deep narrative driven game in a while!

The mechanic of planting evidence is really creative (5* right there!). I enjoyed picking out stuff to frame the fellow animals. Although I messed up more than once (dropping evidence aimlessly, cleaning them up in front of the police), it was not punishing as you had thoughtfully added in checkpoints!

The writing is also engaging and humorous!

It's clearly a labor of love! Well done both!

I controlled both characters! Was a funny experience trying to dodge my own attacks.

I can actually see this being an interesting concept if networking is possible, with many players running around at the start waiting for someone to become the monster! Might even be a viral hit like AmongUs or Fall Guys.

Interesting prototype concept for sure, will be cool to see if this pans out into a full game some day!

Really original game! Do not misjudge the calm on the surface... (no spoilers lol)

Amazing art (not sure if this classifies as 2.5D), and perfectly fits the subtheme of "changing perspectives". The music (when not in crisis mode) is calm and zen, but switches to fit the "mood" when required.

Perhaps it's a web-based issue, but the things you need to watch out for (food or otherwise) is not very visible underwater. Definitely one of those games where downloads will be encouraged.

0/10 would not be a duck mom again. Ain't easy these days to keep mouths fed, literally have to put your life on the line every day.

Amazing art and atmosphere! The haunting ambient music and the constantly looming threat of mines really puts me on edge. I really like the palette and art style, and the amount of sprites is mindboggling. Its a very distinct signature's very recognizable of a CCadori production.

The gamenplay loop of collecting scraps to upgrade your ship is really fun and addictive. If there were more parts to add (e.g. to add health capacity, or to give special skills) that would really round out the package. The upgrades can even be unique to the port-of-call to add extra flavor.

One issue I faced was the difficulty in telling apart the on-screen entitys of the same size. Powerups, mines and even the port indicator (which was a helpful and nice touch), were hard to tell apart. Resulting in unexpected mine contact. Perhaps giving a shader glow for mines touched by the player's light will help ease this, while also adding to the utility of using light.

Overall, a really solid entry! Well done, and looking forward to your next art piece.

Interesting entry! I havent' seen much sidescrolling beat-em-ups in a while! The concept of transforming into a wereduck is really cool (an on theme for the main requirement and all wildcards, clever!)

Music was great, really catchy!

In terms of gameplay, its not immediately clear to me how the 3 attacks differed. Perhaps having more powerful attacks on longer cooldown might encourage players to switch up their strategy. Right now, spamming jab seems to be the best way to progress. The hitboxs on the uppercut seemed shorter and harder to land.

There also isn't a clear incentive to transform into a wereduck. On top of losing health, you also do not feel substantially stronger. Perhaps a more powerful wereduck form would encourage players to switch more often.

Nonetheless, a solid entry!

Interesting entry! I havent' seen much sidescrolling beat-em-ups in a while! The concept of transforming into a wereduck is really cool (an on theme for the main requirement and all wildcards, clever!)

Music was great, really catchy!

In terms of gameplay, its not immediately clear to me how the 3 attacks differed. Perhaps having more powerful attacks on longer cooldown might encourage players to switch up their strategy. Right now, spamming jab seems to be the best way to progress. The hitboxs on the uppercut seemed shorter and harder to land.

There also isn't a clear incentive to transform into a wereduck. On top of losing health, you also do not feel substantially stronger. Perhaps a more powerful wereduck form would encourage players to switch more often.

Nonetheless, a solid entry!

Great entry! There's a lot to like about this game!

It's extremely on theme. The feeling of slowly losing health in the dark until you get to a bonfire adds a lot of tension to the game, especially when you can't find the next one! Also: 2 headed ducks are scary as heck. 

The mechanics (throwing light orbs to distract ducks, checkpoints, checkpoints taking your "light" to activate) were all very well thought out and implemented. Having a tutorial level to teach the controls was a very nice touch.

The foreboding music really adds to the atmosphere, as well as the relevant SFX (e.g. sudden quacks out of nowhere, ambient campfire sounds etc).

If there's any thing I'll nitpick, it's that I dont really understand how to interpret the minimap. It's difficult to see where I am on the game map. Perhaps a contrasted Red dot on the minimap, and boundaries around it would help with readability.

Overall, a really solid submission! Well done to the team!

I think I can envision what the concept was, and if it was given more time to be pulled off as intended, I think it would be great.

I stalked many guests over a long duration of time, but I didn't end up figuring out what were the cues to give away that someone was a werewolf. I opted for the trial-and-error method and did catch one, but the werewolves took over still.

Still, I could tell that a lot of coding must have went into this 36hours. To make 3D enemies AI pathfinding for so many unique NPCs is not trivial. And the code needed to make their name tags appear and freeze them in centre of frame when shooting them.

Ambitious attempt for a 36 hours jam. I'll love to see how this one pans out with more time!

Awesome game concept! I played all the way till the final level, but I couldn't figure out how to get the that last bridge without taking too much damage. Its exactly on theme too.

There were a lot of nice touches here. The ability to heal when in shade is great; it makes the game less punishing than it needs to be. The idle-camera zoom out is clever to allow players to assess their next move. Having markers drawing out the direction of where to go using the pillars at dead-ends was really clever. There was even an animated transition of the man->wolf when you lose.

There is a lot of potential for this game to be built on, and it's a solid submission to this jam! Well done!