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Quack Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #153 | 3.706 | 3.706 |
Soundtrack/SFX | #194 | 3.000 | 3.000 |
Overall | #253 | 2.941 | 2.941 |
Gameboy Soul | #267 | 3.000 | 3.000 |
Gameplay | #294 | 2.294 | 2.294 |
Interpretation of the Secondary Theme | #306 | 2.706 | 2.706 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
Little girl goes into the woods at night and has to deal with monsters, including a very big one. Is that spooky? We also tried to reproduce the feel of a GameBoy
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Comments
Very simple mechanically.
The little monsters looked like they have no thoughts in those heads of theirs and I love themb.
Rotations were, by what I could tell, handled in a ways that stayed true to our dimensions for a GB screen. Though I'm not fully sure if the duck was supposed to fly farther if you were hit multiple times in succession or not, it was funny to watch them spin away.
The music was a jam, though it sounded more like what I'd expect from a DOS game (or maybe a GBA game) than a GB game. Very 16-bit feel. One of the instruments in the non-boss section sounded exactly like something I worked with when I was using OpenMPT a few years ago. I think it was a sawtooth wave? It's been a little bit. Though, it's worth noting that were weren't required per jam rules to make 8-bit music, so I don't count that against the soundtrack.
The pacing was on the slow side, but the music was jamming enough that really didn't bother me.
I think the boss wasn't causing me to drop ducks and just pushed me around? I mostly dodged stuff and the couple times I failed to I didn't lose the duck.
In all, a good, albeit goofy, entry.
Very cute game, I love the art. The game felt a little slow, but I think diagonal movement would help a lot there as others have said below. Boss fight at the end was an excellent touch, really well done there.
I woke up this morning not knowing that I'd have so much fun being a Victorian house maid collecting ducks while avoiding monsters, but here we are. Great job.
The game is pretty cute and charming overall, and the last level (including the accompanying music) was a real treat. On the downside, I found the movement speed to be painfully slow.
Interesting!
The game has a very good classic GB feeling and I was surprised by the boss at the end. Nice job.
I like the music, a good chord progression with a nice melody over it. I like the way you used the 4 colours, making outlines for the characters/ducks. I like the look of the game when you first click on it, the menu is very well designed. I would suggest for the audio sliders that you adjust the increments. Maybe give options out of 5, I just feel that allowing that much small changes to the slider is more for a game where you can use your mouse to change it. One thing I experienced was that on my first run through, on the first level, I got stuck on the last duck. I couldn't get the duck and run far enough away from the enemy because it kept catching up causing the duck to run away. I also didn't have a trap so maybe it was bugged? Worked fine the second time though, was able to get all 3 ducks. Anyways, the boss at the end was really good. I liked how there were flashes on screen where the boss would attack and then you have to dodge it. Would be cool if you were able to trap the boss tentacles to maybe limit how far they could reach or maybe to disable some of the tentacles in the later stages. Overall it was a great game :)
Hey ! Thanks for your positive feeback ! Glad to see you enjoyed the music, HuGodot spent a lot of time on it ! Too bad we didn't have time to implement fade-out between levels.
Thanks for playing our game !
Was not expecting a boss at the end, very cool! The look of the boss was also great, and in general I found the idea fun. The idea of setting up traps to stop the enemies from stealing your ducks as you navigate the maps back to the cage has some merit, I would say that the execution was maybe a tad simplistic (you could only set one trap at a time, and also there was only one enemy behaviour, but that is to be expected from a Jam project. Controls were simple and functioned correctly, my only gripe is that I feel like you should have allowed for diagonal movement, seeing as the quacks and the enemies could move diagonally, it was weird that the main character could not.
I also want to highlight the music ramping up in the last stage and then changing for the boss battle. It made the end strech of the game feel cooler. Congrats for your submission!
Thanks for your comment ! I agree with the diagonal movement, they should have been allowed.
Technically there's two enemy behavior, roam and follow, depending on the player actions. We wanted to implement more, but the trap mechanics was not deep enough to justify it.
Thanks for playing our game !
I LOVED the art and music for this!! The boss at the end took me by surprise! (in a good way :D) and the gameplay was simple enough to understand and easy to pick up. I loved how there was no dying, kept me engaged and entertained. (P.S if it works, there is no such thing as bad code, dont put yourself down in the credits :( You all did an awesome job!)
Thanks for the feedback !
With so many amazing games this jam, we didn't want to implement death mechanics to ensure a lot of people would reach the boss!
Haha thanks, sure as long it works but let's say Thuki was just supposed to help me finish and polish but ended up rewriting the entire thing. I just still have a lot to learn
Short, but fun game! Walking diagonally is a bit of a pain. I like the music. I think it's a shame that the "little girl goes into the woods at night" bit wasn't included more clearly in-game - the game moves so quickly that you don't have the time to process what and why it is happening.
Thanks for playing our game and for the feedback ! :D
Cool art work that has a very soothing aesthetic, with a nice gameboy feel. I feel the trap could have been slightly larger or you could have multiple so that it would be more effective as a trap rather than a projectile as I think setting up a successful trap would be very satisfying, but maybe thats a skill issue on my part :)
I agree the trap mechanic could have been improved. Thanks for playing our game !
I love the colour palette and the art in your game!! it feels cozy. It feels a little slow paced at times because of the movement speed but nonetheless a very good game. The ducks being heard when there is one in our vicinity is a nice touch. The Soundtrack is also pretty good.
We put a lot of work into the soundtrack, but there's still some room for improvement.
Thanks for playing our game !