Skip to main content

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

duckbuildgames

29
Posts
1
Followers
5
Following
A member registered Dec 07, 2024 · View creator page →

Creator of

Recent community posts

(1 edit)

Thank you!  The Cyber Sled and Virtual On games have my favorite control scheme(s) of all time.  Besides the Katamari games, it's hard to believe that it never took off in the era of the dual joystick gamepad.  I will carry the torch for this control scheme forever.   

Really fun idea to have Yazmody as a tractor, but also really great job at making him still recognizable...as a tractor.   Incredible character work all around.  

The animations are so sick.  Every single one was fun to see in motion.

The chat system was so cool.  And I really love Grumpy Hare and the cutscenes.  So good all around.

I really loved the character portraits.  And the train sequence was so much fun(I loved "the move" at the end).  

Thanks!  This is my favorite control scheme, based on the 1993 arcade game Cyber Sled(and definitely not the PS1 port(they completely butchered the controls)) and also the Katamari games.  I couldn't believe my luck when-this year-there was an actual tank character.  

Thanks, I'm glad you liked it!  The last couple of months, I've been testing a lot of different mechanics to find my next personal project.  So, I definitely have a lot of leads for next year.

Thank you!  I was certainly happier this year with the outcome as a full game experience.  I actually learned the pick up and throw mechanics from a Youtube video just a couple weeks before the jam started; this year came together so much better.  

Killer atmosphere.  Literally every single component, every choice contributes perfectly to the mood and sense of space.  So well done!

The crunchy Windows 95 textures and blocky characters are such a killer visual design.  The gun/lasso mechanics are a great addition to a sokoban, too!

Love the sprite work and Tiny Ermitz.  Adventuring into a box of cereal is a really fun theme.

Literally every single thing in this game looks incredible; what an aesthetic! 

Thanks!  Adding fog in Godot is such an easy cheat code for changing the mood.  I was quite happy with how it turned out.

(1 edit)

Thank you!  I actually just learned the pick up and throw mechanics for a project I was testing a couple weeks before the jam.  Between this and the fact that I got to use my tank controls for an actual tank character, this was a really lucky jam for me.

Thanks!  I couldn't believe my luck when a tank character got drawn from the pool;  A character that's relatively easy to model(Blender is the bane of my existence...) and fits with the control scheme that I was already going to use!  A genuine gift from the cosmos and CalledSpaceCowboy.  

Every environment has so much unique character.  Such a cool sets of places to be in !

I meant to have title cards for each of the sections, but time got away from me.  The last section with the trapped souls was going to be Crucible Curse.

Love how physical the movement feels;  the weight of the truck pulling all the way through turns is really satisfying.  I like getting a chunky trash item in a straight line and keeping it going like dribbling a ball down the pitch and sucking up all the loot along the way.   Killer visuals!

(2 edits)

Thanks!  Y'know, I had particular idea about the gold and thought, "Should I break the rule for it?"  (To be honest, I mostly included it in case Kyle does it on stream.)

(2 edits)

Update after submission:  Hiding button prompts that should not have been visible before available. 

Another update:  Added a missing attribution.

Thanks!  These controls have been an obsession of mine for 30 years and it's nice  to see people enjoying  it!

(1 edit)

Thanks!  This game started as an open arena and shooting was much more impactful.  But having the objectives be collectable environmental objects turned out to be way way easy in an open field, so I had two main options: make the field bigger or just add "furniture".   The more changes I made, the less and less necessary the projectiles became.   During the jam, I got so accustomed to just ignoring it, that it didn't occur to me to actually remove it.  After-the-fact, I was worried that having the shooting mechanic intact would be a distraction and trying to make use of it would make for a worse experience.   You and kjee both mentioned not using the projectiles and Kyle stopped pretty quick during his stream; hopefully everyone else did too, lol. 

Thanks! I love the Katamari  games.  It's my favorite non-"traditional" character/vehicle control scheme and-for now-the only kind of game I want to make.  

Thanks! I love the Katamari games.  Outside of a handful of arcade games, they're really the only games to make use of this control scheme.  I wish there were more games exploring it; It's just such a natural expression of the two-joystick gamepad.  

Thanks!  I'll always carry the torch for Cyber Sled, it's my favorite arcade game of all time.   If you "find" Cyber Sled to play on PC, make sure its the arcade version and not the PS1 port, which we can just pretend doesn't exist.  

Yeah, this game was inspired by the arcade game Cyber Sled.  If you've never seen it, you should look up the actual cabinet, it's super cool.  It's literally just  two joysticks and really feels like you're in control of a futuristic hover tank.  I want more people to see this control style; to me it's always been a super natural way of controlling a hover vehicle and feels like a perfect fit for gamepads with two sticks.  I've always been disappointed that it didn't take off, especially after the success of the Katamari games. Thanks for playing!

Thanks for playing!  If you go in between the pillars surrounding the center, you'll find AoE recharges.   They're definitely hidden away and easy to miss; I should have signposted them on the outside.  I just added a screenshot of their location.  

Thanks for playing!  I'm writing a short postmortem to link when Kyle plays it and one of the things I mention is how you can beat the game without even firing the projectiles, lol.  Ultimately I wanted this game to be a showcase of the control scheme, so I'm glad you liked it.

(2 edits)

Thanks for playing! I should have signposted it, but there are zones in the center(follow the green paths in between the pillars in the center) where you can replenish your knockback charges.  I put them where they ended up in the final game, but changed the terrain around them and didn't even think about how hidden they were; Since I obviously know they were there, I just thought of them as being in their place, but if you don't know they exist, they're probably pretty easy to miss.  Despite being such a small game, simple stuff can still slip through without even thinking about it.