Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Duckamoly

89
Posts
2
Followers
4
Following
A member registered Apr 02, 2020 · View creator page →

Creator of

Recent community posts

Fun! I really like how heavy the world feels while holding it, with the visual effects. Overall it's good but I have two main critiques I had:

  • Either there was no button prompt for going down a semi-solid or I missed it. I understood that it was down arrow but it feels inconsistent for there not to be one
  • I would like an option to invert space and up arrow controls, it would be easier to have all movement on my right hand and then throwing/picking up on the left hand.

Thank you so much for playing, and for leaving feedback! I've tried already to address some of these issues (it does sound like you played one without the health pickups and attempts to add more feedback), but I'm glad to hear you enjoyed, happy you left feedback, and it's good to hear critiques about the same/similar areas of improvement. Cheers

Thanks for playing, and thanks for the feedback!

Thanks so much this is a lot of feedback, I'm glad. The twirl is intended to be both a quick dodge but also you can use it to go a little bit faster if you want, like the roll in Zelda. And while I don't have controllers in menus yet, there should be an option in settings for inverting the camera. Don't know if it wasn't working or you missed it but either way I apologise. Thanks again for such a big response, the feedback is greatly appreciated.

Thanks for the feedback here it helps a ton!

I've uploaded a patch which replaces the tutorial and removes the need to twirl (as it's really not that necessary). This should remove that friction if you choose to return :)

Damn that really sucks. I'm going to overhaul the tutorial sometime soon because I do think that with the twirl tweaks that gap is just too difficult. Thanks for trying anyways :). Will make this a priority.

Thanks for this comment, this feedback is very insightful for me. I'd be interested to maybe hear some specific frustrations you had with combat, but your overall input is still enough to give some direction for what to tweak in future. I'm likely going to tweak the air jump mechanic with the twirl to not be that much of an insane jump, I kind of discovered it's broken-ness as I was working on that test dungeon. Cheers!

Cheers for the feedback! I'll work on that.

Already oozing with style, although Mr Manager made me very uncomfortable (good job). I think this is a great foundation, I can definitely picture this gameplay at a larger scale

I could eat this art for breakfast. So cute

This is quite simply an AMAZING jam game. I love the mechanics, the vibes, the art, the sound. It's great all around. My only real suggestion for how it could be improved is to change the sound of the door closing behind you to something different (i feel different sounds for the door in front of you (goal) and behind you (closing off previous level) would be a better experience). Some turning could also be cool, so the goal door isn't directly in a straight line for all the levels.

The main puzzle mechanic was really fun and I thoroughly enjoyed each room. In the later levels I was spending quite a few minutes trying to figure it out, and if that is the gameplay with just simple shapes + wires + moving/rotating pieces, there is so much room for expansion and more puzzle components if you wished to. 

The puzzles really felt like I was crafting a solution, even though you most likely had already thought of what I was up to and crafted the levels exactly so I'd do what I did.

The vibes were great, especially with the rising tension, and the strange face at the end. The ending itself very much made me want to see more, building up the atmosphere to its highest point.

Overall, great game. Loved it

Sensitivity slider would go a long way, alongside a way to lessen the camera movement, the slide was especially jarring. However, the way the game introduced mechanics was very intuitive, I felt personally like I knew what to do when every new obstacle was introduced, and I like how you cut down the mechanics right after you pick up one of the instruments and THEN mix it together. I think the wall-running felt a little off, like I snapped onto it prematurely? I think it could feel better if I only began wall-running after reaching the apex of the jump. I think another thing that could improve it is (if/when you add more generation sections if you continue this) would be to let there be turns or verticality changes, to break up monotony of running in a straight line. Lastly, if there was some kind of effect of the void approaching, that would add a lot. Maybe a glow from behind, or some sound effect slowly getting louder, would help tell me how far behind the void is without having to turn around.

The music was great, and the extra speed later on was great too (although the void plane was pretty far behind, so maybe it should speed up or something to stay closer)


I have a lot to say because this game is a good little game, it's got quality bones at its core.

(p.s - The  UIs seems to scale wrong for me, and be stuck in a smaller section of the screen, and not where I scaled the window up to)

Ah yeah> my bad then, it needs way more onboarding. sorry

It could definitely benefit from a tutorial haha,

thanks for checking it out anyways!

Thanks! Definitely was busier over the jam period than I initially expected

Yeah I'm realising how much sleep deprived me forgot to add into this! Lol. Glad I could help

You have to click on the ground after pressing the add button to add a robot, and pressing Open Store starts the playback and locks your actions. Thanks for checking it out

The game lacks some tutorial/direction stuff because I didn't have time. Or are you having issues with actually running it?

Thanks! Yeah, I wasn't able to get in as much direction as I liked, scraped by with not as much time as I'd like to work on it. Thanks for checking it out

Very challenging but I do actually like the idea once I got past the initial frustration. It felt obtuse to start but the frantic nature of trying to get a useable piece is interesting. I wish there was a quick restart button though, sometimes I messed up and just wanted to try again. Also a pause would be nice(maybe it is in there but I couldn't figure it out). Good job

I really liked this one! It really added onto the Looping theme when I died and played through the earlier parts but better. This is really fun! Congrats

I really can't think of anything to say(other than I struggled with the controls, but that seems intentional), this is just really impressive!!

The flying ones spawning almost shook me out of my seat lol I was not expecting them. I think the sensitivity slider is bugged?? but other than that it was a fun experience

Decided to add options surrounding the wall bumping based on your feedback!

Yeah! I really liked your drawing-based editor, it was really cool. Thanks for the feedback by the way

(1 edit)

Lmao thanks for telling me
EDIT: Fixed :]

(1 edit)

Thanks for taking the time! If it's any consolation, even my anti-virus doesn't like my game :_)
I always have to tell it to shush

Thanks for trying and commenting! I might change the second level to help teach a bit more after the jam, all of the levels really were the introductory kind you'd see at the start of a game like Portal

Thanks for trying at least! The perspective mechanics were a bit finnicky, and I'm going to upload a fix after the jam! :)
In terms of the scroll wheel, one of my playtesters did suggest that at the end of the jam, so I'll see if it works well with the game! Thanks for the comment :D

Thanks for trying it! The radio was actually not a reference to portal haha but that's a funny coincidence. I just wanted the player to hear checkpoints upcoming, so made it a radio :)

guess we doin slightly bigger squares now

This is a super fun take on tetris.

Thanks for the feedback! I'll definitely go back and brighten things up after the jam :)

This kind of reminds me of Inscryption :)

  • OMG THE ART IS AMAZING I love it
  • The idea is super unique, the stealth mechanics are a cool idea for the theme
  • Maybe I'm dumb but I couldn't see any way to pause?
  • The scale of size is really nice
  • I love the story aspects

Overall it was a cool game :)

Nice game! Here are my basic thoughts:

  • I love the visuals, with that handdrawn pixel art style and the bolder main style
  • The music is really nice :)
  • I think throwing the cats in the air would add some cool gameplay, even for later/harder levels

I like it though, cats are cool :)

I definitely agree! I'm gonna definitely publish a patch after the jam, and who knows from there. Thanks for rating though!

Thanks for the feedback! Sorry about the weird controls, they were a little buggy in the jam version and I couldn't put the fix in in time. :( I haven't heard the player shadow feedback, but thanks,  that would make some areas easier!

(1 edit)

I like the game! Here are some of my critiques/suggestions:

  • I had some trouble with the walljump at first but then got the hang of it, I was trying to hold the key towards the wall I was gripped to but that wasn't working.
  • Lerping between shapes if possible would be awesome
  • I love the concept, it kinda reminds me of the different Paper Mario TTYD forms. This could grow(scale pun) into a cool full game
  • Increasing gravity when falling for all forms would be great, it feels too floaty(in my opinion) right now, but I think that fits SOME of the forms(like mini), just not all of them.
  • Aerodynamic is my favourite because movement is cool :)
  • oh yeah and I like the faces they remind me of Suika
  • EDIT: coyote time would also be good.

Overall, it's good. I like it. :)