I sacrificed several duck lives trying to save them from industrial oblivion. I liked it, but no one was saved, alas — the mother ducks remained widows. Such chunky feathered lads, you can really feel the weight of their well-fed bodies — it added a pleasant sense of some kind of flight, I guess I'd call it smooth gliding of something hefty. The visuals are consistent, the game feel is there.
Ezreem
Creator of
Recent community posts
Of course I already wanted to throw a portal into any of the walls — the game is literally telling you through its visuals, "I've got all that shit you love right here, now let's start making some inter-dimensional mess." That didn't happen.
It straight up lags, unfortunately you get tired of playing quickly with that kind of frame drop. I only had enough strength to beat the first steel bastard and a couple of his buddies.
Cool, fun, cute! Liked the art, the voice sounds are pleasant, overall the game feel is good — you want to stay in the game and punish those charming petrified droplets, that's how I saw them.
As for criticism: I didn't see any progression. The game stays in the same state the whole time, from start to finish. Once you realize how effective the first skill is, the basic attack becomes unnecessary.
Thank you for the feedback, it means a lot to me!
I didn't want the player to be able to buy out the entire upgrade shop right away — I wanted them to progress gradually. I agree with you about the penalty for mistakes — it's too harsh, I didn't have time to balance that properly. Yeah, by level 10 there are too many missiles, and I think that again comes down to the balance not being fine-tuned. But I made the decision to keep each game session short, which is why the constraints are pretty brutal, like the high number of missiles. I believe that within the scope of the game, the final upgrade levels for each stat give an optimal boost to the player's power — anything beyond that would be overkill. But maybe it felt different to you because of what you described in your first point.
Cool! You can tell a lot of effort was put into this — a Worms clone in all its glory! The grappling hook is even there. The visuals are janky but in a good way, and there's plenty of it. The dev is a legend! All that's left is to find a crazy friend to play 30 vs 30 in fifteen-minute rounds. If anything was missing, maybe a bigger impact — though it's there, and for some people it'll be just right.
Thanks for the feedback. Your suggestions and observations are absolutely valid, but my goal was to create something reasonably complete within the scope of the jam, so I didn’t develop the mechanics further. I understand they are quite simple and not fully refined. I’ll most likely leave the game as it is right now — I want to treat this release as my first release and keep it that way.
My favorite channel is Squirrel with a Knife — I actually watch it myself quite often.
And overall, the idea with procrastination going up to 999,999 is pretty cool. It might even be interesting if the player could never actually beat her at procrastination and would just keep grinding to set the highest possible record instead.


