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Dazzling Duck Studios

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A member registered Feb 26, 2024 · View creator page →

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Thank you so much! We really pushed through quite a lot and worked the full time almost non-stop, but that doesn't mean there aren't some scrapped Ideas we may add later. But during our initial planning phase, we really tried to limit the scope just enough so that it would be doable. We also worked pretty well in-parallel, as one of us could each work on an individual gameplay style at a time. Very happy you enjoy the character controller, as I also feel like the ink mechanic is surprisingly interesting to learn - so much so, that I don't even have it fully figured out yet, hahaha! Initially, we thought about being able to switch the direction of the gravity, but we instead focused on the idea of two gameplay styles based on that - The 2D Platformer part, where gravity just goes downwards and then the ink refilling part, where you can refill your ink and sort of walk on the page itself.

A little platform as a little puzzle for the little Pen...

...that could

Now that's an explaination i can get behind, hahahaha, super charming idea, i did not think of that

I really like rythm games, was great to see one as well made as this was! I love the art and it feels pretty satisfying to play. Though I do feel like it's an odd choice to speed up the gameplay after getting hit, it's not just punishing but can easily send you down a negative feedback loop where you just immediately take damage again since you're not accustomed to the new BPM at all yet and get caught off guard. I also think that it would be great to have an indication on which object is the next one to hit, like how Undyne's spears become red. Just some subtle effect on the next object in line would make the gameplay much more intuitive, I think. Really really cool jam entry!

Wow! Really impressed, the character controller feels nice and responsive, the draw mechanic is satisfying and the gravity is pretty well implemented as well! I love the use of dynamic music; though the switch is a little drastic, I feel like a subtle percussion layer or something like that would work best. I also quite enjoyed the level design, you really made use of a smaller space here by employing the gravity shifts to open up new paths. Really cool!!

Aw man, this is really good! I like how the story is somewhat of an analogy for game jams as well. The characters and art are soo cute, well done! And I like the concept of making it about the invention of the ballpoint pen but with magic, hahaha

I love this so much, no complaints

Really nice minigame, I could see this being in warioware or something hahahaha, and the sound effects are amazing oh my god

Cool concept and I love the art! Could have leaned a little more into the gravity aspect, but the jam was short, so I understand some page rotation being pretty much everything that can happen due to gravity here. Writing with the pen feels really nice, very satisfying! Though I don't like the AI music.

This truly was... a waiting game.
cinema

Whaaaaaaaaaaaat? You outdid yourself again, I've only done like three runs, but its already super fun and intuitive... Very clever concept and hyperfocused execution! I could see this becoming very addictive very quickly hahahaha

cat???!

I loved it!!!!! Concept and execution were handled expertly. For 7 days, the character controller feels great! You wanted a critique, but there's really not much I could critique here. An audio slider would be nice. The jump from the last area to 50TW is a bit much, maybe one or two more upgrades, possibly reached via a second jump could have filled that gap easier. But this is nitpicking - Even smaller things like putting the gate in the middle of the area, giving you a long-term goal right as you got hooked on the concept are great. So many good decisions here - Hidden upgrades, a clone system that encourages better times, level design that allows for multiple paths to be taken. Sorry, but my biggest critique has to be you asking for a critique... (My actual biggest flaw would probably be, that occasionally the intended/optimal routes are slightly unintuitive, where for example the double jump just barely works to get you to a wall, making me reconsider if the order of my moves was the correct one. Maybe I'm just bad at 2D platformers, though ;P)


Tldr.:

cat

Thank you!!!

Thank you so much, man! Yeah the combat levels can either be seen as too easy or an amazing parallel to real-life improvement and practice - you decide which is true hahahaha!

Very fun! The tools at your disposal are great, for the most part the controls are very fluid and responsive and the gameplay itself is awesome. Reminds me of Katana Zero, which I love dearly. Invincibility frames could have helped make some attacks, especially the boss's minigun, feel a bit less unfair and punishing. Otherwise a really, really cool submission!!

Super cool! Right up my alley, I love precision platforming. Felt like a mix between Jump King and Celeste, the controls were intuitive and reliable. (Though I would have hoped for another jump button, maybe add the spacebar next time.) Amazing spritework, the game looked great. All in all a really good submission!!

Very cool! Loved the way the shapes were used. I agree with what has been said about the boss, but the moveset was great. Awesome voice acting as well, plus I think being able to name the game at the end was a really nice touch!

means a lot to me, dude! :D

Funny how both our games were inspired by turnbased rpgs we beat right before the jam, hahaha! The combat was for sure super engaging. The  osu-segments were a great way to spice things up and the idea to combine the different actions for new attacks was really well implemented - everything had an option! And it was super great for experimentation and all that

Fully! Beat Earthbound the week before the jam and really wanted to try a turn-based RPG for the jam - Saw a lot of similarities and was blown away by how yall did it!!!

That means so much to me, super happy that you liked it hahaha!

Great art, super cool use of dynamic music and very fun to play. A lot of juice and game feel in this one!

ohh i maybe kinda just teared up a little uhmm

thank you so much, I'll take your feedback from the first paragraph to heart and I'm super happy that you felt that way!!

Super thankful for your commert, that means a lot to me!! Especially that you liked the music and writing!!!! (I feel honored that someone with such an excellent water cooler in their game liked mine :O)

Oliver Duckington. How dazzling

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This game really spoke to me. Thanks.

Phenomenal art!!

Duck/10


Thank you! Good to know, though the exit button usually just closes the game at the moment and it not working could be due to the web version. Epico!

DUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCKS!!!!!!!!

Your battle system rules, it's so cool what the heck

Great question! It's sort of a mixture. I would have loved to do some more balancing, as the combat can simply be spammed as of now and xp-rewards are far too high. The biggest factor is definitely a lack of time left over for that. But it does fit the theme of working towards your goals and seeing results of your labor, so it's sort of like an "it's not a bug, it's a feature" type deal, haha. The constant level up messages do annoy me as well though. I just didn't want the final encounter to have little xp, and since there's nothing but a thank-you screen afterwards, i just gave it 1000.

Really nice!! Genre-Wise, we actually have quite similar entries! Loved the art and music, the characters were super cute! Dialogue also really well done. Cool fight system, that stuff is really hard to make in a short time (speaking of experience, lol)

Thank you, dude!! That's a super helpful tip, I'll definitely look into that!!!

Thank you! Totally agree with you on that, thanks for the feedback!

The dialogue was right up my alley! The artwork is fantastic, really well done mate. Essentially a bunch of neat micro games packaged super well, I understand its popularity now! gonna go play super giorgo 2: 2 super 2 giorgio now, goodbye

Ahhhh, okay! Yeah, I think I was a bit too tired to experiment much, so that's on me haha! But it was still very fun and engaging!

Wow! Really in-depth mechanics, a lot to play here! The OS is super well done and has a ton of character. The antivirus and dialogue is great as well, with the general vibe, music and especially the spritework (god, it's so beautiful!!) making the whole thing so nice to play

I sort of wish that the battles could go a little bit faster, as well as having more ways to refill the Antivirus bar faster, as I never really had it above 30-40% much and instead opted for things like attack cards for immediate damage, though that could just be my playstyle. Very engaging, for 10 days this is phenomenal

Thank you! Yes, 10 years... crazy! At least we've had deltarune comin' since then

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The health mechanic is definitely an interesting concept! Though, as it is, I feel like you NEED to be at max health to actually get anything done. If you ever expand on this idea, maybe higher health could be enough for optional paths and such. The movement controller is really cool, I always love high-momentum platformers :D (listened to the Haste: Broken Worlds soundtrack for this lmao) Though since there is no mid-air control at all, hitting the orbs can sometimes be quite difficult. At least some mid-air control is always good, I think. In general, really neat submission! 

Insane work!! Especially for your first jam!!! Intuitive platformer controls are really tough to nail down and this one just feels so good to play in my opinion. Even the precise segments were never frustrating and the movement speed is pretty much perfect. The mechanics and premise are genius, executed so well. They work so well with the super good level design (amazing blend of platforming and puzzles!!) and the music and art were both really great as well!! 5/5 all around dude

super monkey ball fans going feral over this one
Nicely done for sure! Making physics based games can be a pain, but this one controls pretty well, especially with the jump mechanic

A whole lotta levels in here, the mechanics are very creative and intuitive to grasp - all around a really neat puzzle game. (Now my brain horts ow ouchie)