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A jam submission

Duck DungeonView game page

Don't let yourself be just a sitting duck!
Submitted by Kustaa, Blue Coding Studio, Nate Sassoon, Timmy — 4 hours, 6 minutes before the deadline
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Duck Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#94.0794.079
NES Feel#94.5004.500
Overall#104.1054.105
Gameplay#153.7633.763
Graphics#174.0794.079

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
Submitted(+1)

Simple and effective controls, and the NES atmosphere is very well captured. Great work!

Submitted(+2)

Truly the most ducktastic soundtrack of all time.

Submitted(+2)

DUCK DUNGEON!  A-WOO-OOO! 

Nicely done.  This is a very good piece of work and is a shining example of an NES Jam submission done right! I like the mechanics with all the little enemies doing different things on the board.  Curious to see hearts used as component for unlocking a door instead of health.

Submitted(+1)

This game is so cool the gameplay feels nice and a game about a duck going through a dungeon is such an awesome idea

the Music and sound effects are so Good

Great Job :D

Submitted(+1)

I loved this! I sucked at it, but I had fun lol. Great death animation and a really simple but fun mechanic of collecting hearts to progress

Developer(+2)

lol thanks! When I originally made the death animation, I thought it was cruel, but since it was funny the director kept it in!

Submitted(+1)

Adorable. I'm a shmup and bullet-hell kinda guy, so those last few areas in the third stage really ramped up the ante. I had one life left by the time I made it to the princess-- needless to say without spoiling anything I was fighting my nerves the most. Fantastic little adventure!

Submitted(+1)

Really great! It captures the NES feel just perfectly.

Submitted(+1)

This game is great! The music is very enjoyable and catchy, and I also like the duck in the background. You also scale the difficulty very well, with the first level having you pick up the hearts with no enemies, then the difficulty gradually increases per level. The duck is very cute!

Developer(+1)

Thanks! I'm glad you think he's cute lol

Submitted(+1)

This is a pretty perfect NES game!  As soon as the game started it felt so familiar like I was playing the original Zelda.  Easy to pick up and play but the difficulty was just right.  Nice artwork too, simple and readable and in keeping with the NES-aesthetic.  Great entry!

And I particularly loved the itch.io page, how you replicated the style of those NES guidebooks - that was a nice touch! 

Submitted(+1)

The NES aesthetic is very strong, the game could have definitely existed on that console. The graphics are really well done, I loved the music, especially with the duck sound effects — I found it fun. The gameplay is also very polished and not frustrating, and the character doesn’t get stuck on corners, which is really well handled. Honestly, I thought it was a very good game.

Submitted(+1)

Good but why no weapons? just hearts from what I see.

Developer(+1)

Pressing the buttons might do something, if you can get far enough...maybe

Submitted(+2)

feels very nes

Developer(+1)

Thanks, that's what I was going for!

Submitted(+1)

Who would've thought? Lol

Submitted(+2)

Loved the QUack Quack! samples in the music! Really fun and energetic. At first the game seems simple, but once you add a few enemy patterns on top of each other, a lot of complexity starts to emerge! The levels were really well designed and easy to understand everything visually at a glance. It felt like I was getting really close to the end, but I gave up on the 3rd level. Had a few frustrating 'bad patterns' from the bouncing crystals after the skull room that killed one of my runs. Overall, REALLY felt authentically NES. I especially liked the detail of sprites disappearing during the room transition animations!
Submitted(+2)

I love the Zelda vibes with the level design, the duck roast as a death animation is great,  overall a really fun experience, the purple enemies are quite the scare when you first see them coming after you, the art direction is very lovely, I liked the inclusion of the game manual on the page, I was planning to do manual illustrations for my game too but I ran out of time

Developer(+1)

Timmy,the artist who made the Duck sprite, said I was very mean for turning him into a roast duck whenever he dies. I'm glad you had fun with it! We got the art done really quickly since this game didn't have a ton of sprites and Blue insisted on making manual pages which I think worked out pretty well. 

Developer(+1)

Hi! Thank you for complimenting the duck roast! Yes, it was very mean of him to make me draw that...but I also think it's hilarious lo

Submitted(+2)

The purple enemy is very scary haha in a good way, the animation of a roasted duck when you die is hilarious. The music is so good, it fits the game theme and also gives me the NES vibes music. Good jobb, very entertaining game!

(+1)

i also liked the music a lot, it is a very high energy track

Developer(+1)

Thank you, I'm glad you were entertained!

Developer

Thanks! I worked really hard on making that roast look edible.

Submitted(+3)

The third stage was very tough but darn it if I don't love a game that frustrates you and goads you on to try again! I kept at it and reached the princess, accompanied her home, and beat the final boss.  That final heart collection was a nice victory lap for the player after a hard challenge -- a nice touch!  This game scratches that PacMan itch, and all that Arkanoid bouncing in the third stage kept an element of randomness that made repeat plays new and difficult.  Even so, there were strategies that one develops over time to get better at each room, and that's the sign of a good game.  Nice work!  Fun game!  

Developer(+3)

Sounds like you were the type of person I made this game for! I really tried to make the game authentically NES hard but I also wanted to make it easier than my submission from last year. Glad you had fun!

Deleted 283 days ago
Submitted(+4)

This one is interesting, is a very simple game, but it doesn't control very well with the difficulty that is given to the player (requires precise movement but can't move diagonally), and the collision sometimes play against the player. There are moments where moving towards a wall push the player to one of it's sides, putting the player right in the direction of an enemy. I was able to reach stage 3 but stopped as soon as i saw that enemy that shoots the wavy pattern balls. Besides that it does feel like an early NES game, and the music is really good.

Developer(+1)

I appreciate your feedback, even if you didn't enjoy it much, I think in general the biggest complaint I get is the wall nudging mechanic I added so I definitely know how I'd tweak it if I make something similar in the future. Thanks for playing!

Submitted(+3)

Great game! I wasn't able to complete it (my browser would crash/reload the page consistently towards the end of the second level), but I really appreciated the strong execution that went into y'alls game—the audio especially was pretty incredible here. Thanks for making and sharing your game!
 

Developer(+1)

I'm sorry you couldn't get far due to technical issues, this was a last minute submission so I'm surprised it's working as well as it does tbh

Developer(+1)

I'm sorry you couldn't get far due to technical issues, this was a last minute submission so I'm surprised it's working as well as it does tbh

(+2)

i beat world 1 and world 2, got pretty far in world 3 (but idk if that’s true lol, but didn’t beat it).

ENJOY MY SCATTERBRAINED REVIEW

this game is really good! its NES feel is amazing, its graphics are good, its audio is AMAZING. now to preface this i have to say i didn’t really enjoy this game , though other than my obvious skill issue, i know this game was just not made for me and i can tell it was made by a group of people really passionate about hard games, so i’m rating this game really highly.
4/5 STARS!!! :3

the first world on this is perfect. it’s a bit too easy, but i liked it.
the second world, i started to feel frustration, but that final attempt with me just waltzing through all the obstacles was fun, though a bit anticlimactic how it ended so suddenly.
the third world was... i didn’t beat this one. i spent a lot of time on it but i didn’t actually know how far i was into the world, and i dreaded the 4th world that i (assume) was coming so i quit.

i will beat this one later once i get some rest. i’ll finalize my ratings also after that. i’m also gonna share some of my grievances on the third world that only happen in the third world later in this comment.

my nitpicks!
first of all, the "slide off the walls"—maybe map it to a button (A and B are unused... though i did see ??? in the description, maybe make it so it maps it to one button before you get those?)
anyways, or you could make it tamer. i had too many deaths just sliding into an enemy when i was trying to hide behind a wall.

second, i think that the uhh hitbox may be a bit weird? like it seems a bit higher in the head than the legs, and i have so many deaths just by bonking myself into an enemy i thought i was safe from. this also teams up with the slide problem i talked about earlier.

so the first two worlds i played, this game did feel like a puzzle game instead of a high-stakes dodging game. i enter a room, see what places are safe, run, die (or in the case of the first world just... complete the level), and then i usually am able to optimize my path without stopping in subsequent runs.

but one of my problems with this is that it doesn’t really build up "HYPE." imo it should tell you how far you are into the dungeon, so i get the feeling of "OMG I HAVE ONE LIFE AND AM 2 ROOMS AWAY!!" instead of... "so this run is dead isn’t it."
this made me feel i was not actually making meaningful progress in the second world, and even when i "found" the optimal path for almost all the "stages" of the world, i just ended up getting bored going through it all again while trying to get back to the place i was.

once i beat it, i let out an "oh?" because i didn’t know that room was the end. i wasn’t hyped for me reaching that room.
i think just adding a (CURRENT ROOM)/(MAX ROOM) text on the screen would do wonders.

now for the difficulty—of course i admit i sucked—but the "difficulty" i do enjoy is one that has me thinking of new strats or forces me to get better with my current tools, making the process faster and easier over time.
this game does that to a certain extent, but it’s just walking. you can’t really optimize walking beyond a certain point, and even after that, one clumsy "slide" or just zoning out a bit will kill you.

while this isn’t an NES game, ultrakill on its higher difficulties—which i love so much i’m gonna mention it randomly every 2 seconds—is very hard, but there’s so many guns, so many tricks, so much stuff at your disposal, that repeating the same level doesn’t feel stale, it feels new.

like i know you said you were going for the design of the old NES era, but as a filthy zoomer, the only ones i played a lot (in that brief period where i discovered those mobile emulators that had a bunch of built-in ROMs and i thought "WOW THESE ARE SO MUCH GAMES") are mario 1-3, all the megamans, and kirby.

now mario and kirby aren’t that hard (but that’s beside the point). for example, the first megaman game, which was kinda hard the first time you play it,  you can keep optimizing your strats because it’s decently complex with its weapons, and you get meaningful progress by getting a new thing to play with and experiment every stage.


imo this game is too simple for its difficulty currently. simple is good, but it makes it become boring the more you play it, which is apparent when you are trying to beat a game which is hard.

of course, this is all my opinion, as i stated at the start.

NOW WORLD 3.
y’know how i said this game is a puzzle? well this turns almost all the enemies unpredictable, and that would be fine if it wasn’t in this game.
it’s like it wants to become a bullet hell (but with wayyy less bullets), but it can’t go all the way, so it’s stuck in this limbo which i don’t think the hitbox or movement of the player is good for the world’s randomness.

i really don’t like this world, but i’m sure i’ll warm up to it like i did world 2 once i beat it.

anyways
IN SUMMARY:
the "slide off the walls" is kinda too much, maybe bind them to a separate key.
collisions may be a bit wonky (VERY MINOR NITPICK).
add a progress counter wherever on the UI that tells you how many rooms are left.
polish world 3 a bit more (this is very opinion based).
i think i saw that i got a few lives—maybe make a counter on how many thingies you have to do or collect to get an extra life, i really didn’t know how i got those.

great game! rated this highly. i dunno why you said you didn’t care how difficulty would affect its score. imo it wouldn’t affect it that much in this game :3 it’s cool!

Developer(+1)

Very helpful feedback, thank you! World 3 was admittedly a bit rushed due to me running out of time so I didn't really clean it up as much compared to the other levels. There was a lot that was cut from the game actually that probably would have made it better. I'm glad you got as far as you did, I actually still don't expect most people to be at it even though I nerfed the difficulty while it was in development quite a bit. I really just wanted to make something very different from what I usually make, so this was a fun experiment for me. Thanks again for your feedback!

(+3)

i like this game very much. It is silly, but enjoyable! I loved the music very much, too. This can be made into a large scale game.

Developer(+2)

I'm already making a large scale game so I probably won't do that for this, but if I ever did my own take on UFO 50 or Retro Game Challenge I'd probably revisit the concept. Thanks for playing, I'm glad you had fun!

Viewing comments 26 to 7 of 26 · Next page · Last page