Thank you! I definitely want to brainstorm some more ideas on how to add more secrets, so definitely in the future!
Ducks Crossing
Creator of
Recent community posts
Sorry to hear you had trouble. If your talking about the first key, don't forget to use your pulse ability, as it'll help you find hidden things that could help you reach it. The doors are often openable through switches in the level. I think if I continue to work on the project I'll make it a little more accessible and less devastating for the player if they fall.
Hey thanks for playing! Sorry to hear it was a little confusing. My initial thought was to make the gears that kill you a lighter color than the background ones to have them stand out, but I think it might be better to have them be pingable and change their color to determine if they're bad. If you have any ideas on how you might make the platforming a bit more bearable feel free to let me know!
Holy cow! First initial look at your game through screenshots I came in with a minimal mindset but your game has a lot in it. Full functionality, animations look awesome, events played out well and I didn't find any bugs through my run through. For a 30 day project this is amazing. I honestly really like the art style that it has, a simplistic but quirky pixel art reminds me of Undertale. Great work!
Hey! I just played your game and wow! First off your art style in your work is amazing, I'm surprised you were able to do so many assets and scenes within 30 days, and then on top of that code the functionality for all of it. Do you make your own dialogue system or do you have a premade asset you use? Overall, I really like the story you came up with, it flows great and it felt like I was in a movie the whole time.
Hey great submission! Here is some feedback I thought of while playing:
- Your game looks and sounds great, very responsive controls and definitely what it should feel like if you are in a time trial.
- There were some times where the boxes would get stuck in a corner and I wasn't able to get them out. Maybe making it to where the cubes can be grabbed and dragged (slowly) with interact would be beneficial.
- I noticed you can't jump on the conveyor belt.
Overall great work on your game. It was well made and super polished.
Great work on your submission! Here is some feedback that I thought of when playing:
- For a game that has a time limit (where your player has to try to complete a task in the shortest amount of time possible or try to beat a timer) its important to the player that they can move how they want and when they want. I think that the moving platforms limit how the player can move and forces them to wait for a platform to reach back to the ground (especially if the player can't jump).
- Art was spot on but I think the size of the level was too small for the screen (or the camera was zoomed out?) I just noticed that when fully zoomed in the actual game was about half the size of the actual screen but that might just be a Godot thing.
- As a 1-person team you are often limited by manpower and time constraints, I think you managed both perfectly and completed your game in the time limit which is something incredible by itself! Great work.
Once again a job well done for your submission, I enjoyed it and I think you did a great job.
Great work on your submission! Here is some feedback if it helps!
- UI was great and responsive!
- Animations and effects were definitely a cool feature
- Player movement was responsive but a little lacking and felt like we weren't moving as fast as the animation shows, this includes the enemies. It may make it feel better if you find some generic simplistic low-poly texture for the ground to give some sort of reference.
- Damage distance was hard to gauge, if you were able to implement some sort of auto target crosshair that sticks to the nearest enemy or cycles through enemies it would feel a lot better (if you had a static crosshair too).
Fantastic submission and well done! You put a lot of effort into your work and it shows.
Pixel art is great and I like the instructiveness you put for the main title screen. Here is some feedback if you'd like!
- I noticed the UI button for the start is in front of the cursor art, it may be beneficial to change the priority or move the layers around.
- Some of the UI you used still has a little bilinear filtering on it, try setting this to point in the editor on your sprite and they should look a lot crispier
- Overall I think the gameplay loop is super nice, the enemies feel nice and combat feels natural. Maybe some more screen shake would be nice when being hit or hitting.
- Smooth camera control would be good, if you aren't already Cinemachine is a great way to implement easily modular camera control that has smoothing applied so it feels a little smoother when following your player, it would be useful to look ahead of the player when moving and then return back to the center smoothly when you're standing still.
Great work overall! Definitely a great use of the limitation and you implemented the theme well.
First game I clicked on and I can already tell this is the winner. Super well polished, great sound design and great use of the limitation. Great work overall! Only noticed on bug (if even that) but when you reach the end and you get your time. you can repeatedly press the "open hatch" button and the time just readjusts to the timer (which i assume is still counting down).
Super weird, I didn't have long to playtest before submission so I'm sure there's a lot of weird bugs lol. I'll have to check it out and see what happens, but this was a first for me trying to make any of this so I'm almost 99% sure the loop gets messed up at some point. Supposedly it should just go on forever.
You have some good mechanics down (vital ones like moving, turning and jumping), I think what would make it a lot more enjoyable is having a set understanding what you are looking for or what you are doing. And to increase your view distance for your camera. A lot of clipping happens and it makes it hard to traverse the area.