Skip to main content

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

duckbuildgames

9
Posts
5
Following
A member registered Dec 07, 2024 · View creator page →

Creator of

Recent community posts

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.