Skip to main content

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

NeitherDucks

19
Posts
1
Followers
A member registered May 25, 2023 · View creator page →

Creator of

Recent community posts

I wanted to match the energy of your comment, but I can't get good ideas :(

I will say that it took me a minute to notice the "ratting", I had a good laugh at all the puns!


Thank you for playing the game!

I didn't plan for more power ups, as one was enough to get the idea and basic systems down, and as I mentioned, my focus was more on the 3d aspects, which I'm glad you liked! It definitely needs more gameplay complexity, right now there is not much choices to be made, either go to the nearest cheese, or to the nearest mouse, I'm definitely away of that, but it was good to learn how a vertical slice can be a good base to build on.

No worries in exiting early, the timer does go down between each level, so you have less and less time each round, but I let plenty of time for people to experience each levels, as I really hopped I could get a few done, but alas! :)

Thank you for playing the game and taking the time to leave a comment!

I had planned to have a bit more verticality in the level, but I had a hard time trying to get the Navmesh to only go where I wanted it to, so I have to give it custom geometry and tweak the settings to barely get it to only go in the main area. Had I had more time, I would I've built a tool to manually author the Navmesh, so I could generate the basic one, and remove anywhere I didn't wanted the mice to go.


Thank you for playing the game and leaving a nice comment!

The physics issues mostly happen at corners in the collision geometry and on slops, I'm not sure why, but the player's capsule doesn't want to slide down slops at normal speed, definitely something in my setup tho. As for the camera, I did try to have a collider and to use joints to follow a target position, but I didn't had time to understand them properly so they didn't behaved the way I wanted, so I left the camera as is, even if it clipped in the environment (In retrospect, I could've done basic velocity goal, rather than using joints, erf).


Glad to know that the native builds worked fine, and I'll put a WebGPU warning, thank you.


And thank you for playing my game!

Thank you both! Happy you both liked it <3

I've fixed the web build not loading, thank you for letting me know!

I'm glad you liked the body motion, I probably spent a bit too much time making it work ahah. There is something happening to the rat when you eat cheese, but it's a bit difficult see if the rat is aligned with the camera, much easier to see when going sideways.

The game do need more mechanics for sure.  I couldn't come up with an idea that would've fit well with the theme, so I instead decided to go for simpler mechanics and focus on learning how to work with 3D assets, animations, sounds, navigation and 3d physics in Bevy.


Thank you for playing the game and the kind words!

Thanks for playing and for the feedback!

I was expecting the difficulty to drastically go down once the player would know the layout of the map and what can be "walked" under, so I added quite a lot of twist and turns, and dead ends you could get caught in while escaping, but balancing giving the player escape routes, while not letting them escape too easily was difficult. I agree that the player collision isn't very good, I adjusted it a couple of time, but was never really satisfied with it. I'm not sure if it's my use of one-wide path in the map, or the collision shape of the player itself. 

For the hiding mechanic, I think my choice of using space bar make sense for the gameplay aspect since it's the most accessible key, but it does make it less recognizable than a letter key, for sure. A title screen with the controls listed would have probably helped with that (while also telling you that there is, indeed, a hiding mechanic).

Also, I'm glad you like the name!

Thanks, I'm glad you liked it!

Pretty fun and interesting concept! I built a very wonky castle that went to the edge of the screen, I'm also glad the game let you build sideways. I like the theremin-style music, and the change when the Great One shows up. Also like that he's silhouetted, fits more with the unfathomable theme.

I did manage to "merge" some blocks together somehow, and the tentacles are giving out too many top pieces I feel, I think having to exchange a few for decorations is cool, but I had to exchange 10 or so before getting back to some squares at one point.

I liked how the music changed to warn you of the danger. The bats growing in size are also a nice touch, but I feel like there was some collision issue with the bombs, as they would blow up in my face quite often when I was close to a large bat and aiming for it.

I liked the end screen, doesn't really match the style of the rest of the game I feel, but nice anyways.

Really like the ambiance of this, especially once "outside" with the red suns! Music is on point and add to the daunting feeling, was expecting to get jumped in the corridors. The gun feels satisfying, even if I would like to see some recoil or something else to prevent the player from just constantly firing.

Difficulty wise, I think it would be great to have some feedback about the enemies getting closer to you and hitting you. Also the sprint made me laugh! Once I saw it I just ran around amassing a bunch of enemies and then killing them from afar, it was funny but made the game really easy.

Overall, I quite liked it, would like to see more enemies and different level with the same vibe.

Nice puzzle game, good graphics and music.

Looping monster noises got a bit on my nerves after a while, especially when missing timing with the boulders, which can get really frustrating. The "thief" level particularly, one missed timing to get the monster to open the path to the door and you have to redo the entire level, waiting on the monsters to get into the right spot again.

I like that the first few levels teaches you the mechanics without holding your hand, and it becomes a bit more obscure after a while, which is good for the difficulty.

I'm not a super fan of puzzle game to begin with, so don't take it to heart, it might be just me being a dumb.

Pretty fun, I liked the music and sounds. Visuals are also good, those spider are hard to see and blend with the background, but I'm having Minecraft invisible spiders flashback, so I'm going to say it's intended.

I'm not sure, but I feel like you are not going as fast when you are going in a diagonal (pressing two buttons) as when you are going straight, so I ended up just going in large circles around the map. I got wreck by the giant spider on wave 5 I think, don't think I could escape, would I've loved a movement speed upgrade! Other than that, yeah, shield visuals, I could see the purple bar going down, but that's such a small part of the screen to focus on when so many things are coming your way.

I did like the variety of monsters and that you get larger version later on, pretty neat, might be a touch too big though, couldn't see a thing haha.

Fun game, with interesting core mechanics. I do like that sometimes you have to hold and move on the spot to let the enemy pass. I find that the labyrinth-like level is also a good idea, except for a point I'll bring in later, but it make you try to learn the level while grabbing the gems in case you have to make a run for it.

I wasn't able to finish the game, since an enemy was camping the only entrance to part of the level where a gem was. I tried to pull it away but got caught by the others quite quickly. Even though they are ghosts, it feels a bit unfair that the enemies can go through walls once they detected you, it make it so that depending on where you are in the level, you can't escape. I'd also love to see a prompt or something that tells you once you've been detected (something my game also needs I think), because since it changes to real time, everything moves even if you are not, so it might switch when you are not expecting, and get caught pretty quickly.

I liked the little story, good premise. The game is quite difficult at first because you aren't sure what killed you, afterward it becomes a little bit easier when you learn to spot the enemies. I would've liked to see a reset button in game, with how much the player is expected to die. It's also not really clear what the goal is, at first I thought I had to collect all the notes, since it's mentioned in the UI and passed by the end a couple of times.

I was also expecting not to attract the enemies unless I was really close when the flashlight is turned off since you could turn it on and off, but it doesn't seem to be the case.

Fun little game!

Should be working now!

Hello, thanks for the feedback! I've uploaded new versions, the web version should properly pick up the js file now. As for the Windows one, it's working on my end and I tested it at a friend's this weekend, so I know it works, I recomplied it differently, so you can give it a go again but if you'd like I can also compile it for Linux tomorrow.

Nvm, it's going to launch, but I forgot I don't have all the assets with me, so the main tileset will be missing. I'll fix it when I'm back home on Monday.

Hello! Sorry about that, I forgot to package it. I've done that now (should also works for non-arms as well now), so you should have the regular MacOS experience now.