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CookieCherith

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A member registered Apr 19, 2018 · View creator page →

Creator of

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Wow! I didn't realise that box flying trick was possible! Very cool~

A nice time improvement too. Well done. It was fun to see the testing ground used as a skip. However, that and a few other things have been fixed now.

I've finally uploaded the newest build. A lot of changes have been made, a lot of improvements, and a couple new levels to fill things out properly. A full 12 levels now! Which means 12 ducks, with another one hiding somewhere in the level select...

I'm really happy to see you've been enjoying the game! I think it would be interesting to see an All Ducks run, if you haven't already tried~

It's 5 am for me, so this'll be the final update to the game for the jam. Thanks for playing!

There's a couple ways I've seen it be quacked, but that whole chamber has been reworked, so no longer shall you need to fret <3

Hello!

Thank you very much for playing, it's very gratifying to see people enjoying something I've put a lot of effort into.

I especially appreciate the clip at the end~

However, the jam isn't done yet, and I'm still working on the game! A couple added levels and a lot of reworking for the existing ones. (And much more interesting duck placements~)

I hope you'll enjoy!

Update on this: A new build has been released with lots of fixes, including fixing this crash.

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Since this game handles maps with text files and has an import function, you can create your own maps!

The builtin maps have an "export" button beside them, which will show you their text files so you can use them as reference.

If you want to share your creations, post them here <3

Oh, and here's a little treat for you: There's a rock that doesn't show up in any levels.

The core gameplay is fun, and the art looks nice and usually reads well. Carefully dodging bullets while returning fire, testing your luck with how many fish you can take out before they finish reloading, it's a fun little experience. I overall enjoyed it. It wasn't a perfect experience though, so here are my main complaints:

The fish moving through walls is a little weird. Not sure how I feel about it, it's kind of part of the gunplay but it's also.. Odd.

The difficulty was an issue. I would either blaze past everything after getting a little lucky, or I'd die in the first level.

When you run out of ammo, and you've got no grenades, you're basically dead. Wish there was a little melee attack or something for those cases.

I wish the character was a little faster, or the levels a little less sprawling, so I could spend more time playing the game and less time walking around.

The floor textures were very busy, which makes it hard to parse the screen quickly. This would be a problem in any game, but in a faster-paced shooter like this game, it really impacts the experience.

The bosses aren't as good as they could be. The fact that the shielded boss can spawn fish that themselves have shields can definitely cause a lot of annoyance.


The final boss seemingly just sat there, and then the game seemed to hitch for a moment, I heard a bunch of gunshots, and then I died. No idea what happened, and I'm not going to play the whole thing again to find out.

The game often lagged when I threw a grenade.

Being a web build, the game has limited resources. Perhaps that's what causes these issues.

Again, the game was fun! All of the complaints above weren't enough to ruin my experience with it. The different types of gun were fun (The sniper seems overpowered, mwahaha~), the randomisation of enemy gear was a fun addition, and the game has a lot of potential, even if it wasn't realised within the deadline of the jam.

Cute game, with charming graphic effects and calming music.  The concept was fun. The baby was, uh, pretty creepy, which I guess is kind of the goal.

Though, there wasn't nearly enough feedback to know you were doing things right, and the jumping mechanic really needed to be explained better, because I didn't figure it out until after I had beaten the game.

It felt weird to have to constantly click to move around rather than holding. I guess it makes more sense with the context of the jump mechanic, but since that wasn't explained well, it just didn't feel like the right control scheme for this game.

Relying on the mouse exclusively isn't great for accessibility, but with a game jam game, that's just how it works out.

Well done on the game!

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It's a fun little game but the mechanics aren't explained well. I didn't realise until after I'd playing it multiple times (to test the keyboard controls) that there was a lot more going on than I thought.
My main notes:
1. The music is very helpful for understanding the current state of the game

2. I didn't notice until my third playthrough that the humans came to investigate if they heard something breaking nearby. This wasn't helped by the fact that they only seem to actually investigate some of the time.

3. The tables seem inconsistent at best and detrimental at worst. I, again, didn't even realised they existed until my second playthrough. And when I tried hiding under them, I'd sometimes be spotted anyway, and then I'd be trapped under a table with very little chance of escape because there's a human right next to me.

4. The keyboard controls are, it must be said, terrible. When I saw that the game had keyboard controls, I expected that I'd be able to press right and move right, but instead I'm moving the cursor and then using space to move to that location. This is weird and unintuitive, and lends itself to being incredibly slow, which isn't good when you're being chased by multiple humans! (The mouse controls made sense and worked well, just would have liked a different system for the keyboard controls)

5. It was annoying scrounging around the map looking for unbroken items. It would have been nice to have a little counter telling me how many items I have left to break, so I at least know I'm not wandering around for nothing. Perhaps a little pointer to the nearest unbroken item even.

6. Humans would often notice me from offscreen, which was really annoying because it didn't feel like I could have done better to avoid it. Zooming out the camera a touch or shrinking their sight range a little would have helped with this, so I can see them before they see me.

Overall, very neat! Wish there was more to it, and just a touch more polish. Some bug fixes and more levels and this game would have been a lot more fun, which means it has good potential. Well done!

Thanks for playing!

Did you notice the title? ;)

If not, try skipping through the levels to get back to it a couple times.

Playing 2.0 using Mouse and Keyboard

- There's no prompt to show you how to leave the options menu. Not a major issue, but it's still a bit annoying.

- The player is taught that 'E' can be used to throw, but not that LMB can be used to do the same thing. Since the mouse is how you aim anyway, it makes sense to at least teach them that without experimentation or checking the options.

- Looking into the options reveals that RMB (along with Q) is used to cancel aiming. Given that a much more common action is changing the magnet's polarity, perhaps it'd be better for RMB to be bound to that? Or maybe even MMB. Having all the magnet controls on the mouse would be nice. It would also be nice to be taught these controls in full.

- It's not obvious that when you turn on toggle aim, the cancel aim button becomes the toggle aim button. Both of these are hidden in the options menu and the cancel aim button wouldn't normally be taught to the player.

- The final puzzle was significantly harder than all the previous ones, mostly because it seemed to require timing more than thinking. The way I solved it was to throw the red magnet into the blue electromagnet on the right and then change its polarity midflight to fling it to the switch on the right wall and then run to the left before the block got pulled all the way up. It's unclear if this is the intended solution.

- When changing controls, it's impossible to change anything to E, since it seems to be the cancel button. This isn't shown anywhere, so it was confusing.

- Having the left and right mouse buttons forcefully locked into their controls doesn't seem like an optimal solution. Many games allow two inputs, a primary and secondary one, to be bound to the same control. Perhaps it'd be possible to implement this? I did check, and LMB and RMB can easily be bound to other controls.

Overall, a fun demo. My gripes with the controls don't ruin the experience at all.

The sparkles are how many floors you have completely cleared. Marked every bomb, I assume also revealed as many tiles as possible.

 The patches of grass are all the same, they're just equivalent to a 0 on a minesweeper board or a safe-space on a nonogram board. The different sizes and colours are just for visual appeal, they don't mean anything.

Tick tock tick tock tick tock :):):) I'm losing my mind :)

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Fantastic game, really fun, lots of different things to do, though a few modifiers would be nice, I can't count how many times I've been trying to mess around with some things or was just having mindless fun and then a stray rocket ended me, or how many times I was duelling with one enemy and another came in and knocked us so we weren't aligned anymore. A few options like changing the player count and toggling rockets would be appreciated, but it's still a great game, non-the-less!