Very chill game, I like the blocky art
The_E21
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You got a license for that brain?
The presentation on this is funny and adorable, the cartoony delivery on those voice lines had me laughing. This is a really fun game too, I like how you can win by isolating the humans or the zombies depending on how you want to play. Only minor nitpick I have is I think the high score presented should be based on the number of humans saved rather than the number of rounds survived to give intensive to save extra humans over the quota, but that's just a personal preference. Also would be a fun game to have an online leader board.
This game has such nice presentation, I like the really manic vibe it has and there is an impressive amount of content for only 48 hours of work.
The controls just feel way too sensitive and fast to me to do some of the things the level design requires. The main issue is that the duck feels really heavy and falls through the air really fast, which makes doing the parts of the level design that require precision at speed, or wall jumps with no ground to catch yourself, very frustrating.
I do think the really sensitive controls add to the manic feel and personality of the duck, but if you wanted to keep that feeling in the controls then maybe the level design could have been changed to accommodate for them
But the art is great, I love that the opening cut scene only uses the word quack and I love that there's a quack button that serves seemingly no game play purpose.
I was really frustrated by this game and how it controlled at first, and found the checkpoint and life system needlessly cruel, but then did a second run when I picked up the hand and realized that was the point. That being said, after beating it I did have to read your spoiler warning to understand how it related to the theme but I do really like what you went for now I have read it. Well done for messing with my frustration in a cool way
Presentation on this is awesome, love how your actions get increasingly comically unethical as the game goes on. The position that the isolation knob needs to be in seems to be the same every time though, so once you've done the isolate audio part of the game once you don't need to engage with that mechanic again.
I feel like I'm missing something with this game, it doesn't seem possible to me? The base rate that your power drains meant I could only get like 4 minutes into a run before I ran out of power. I noticed there was a fuel meter but didn't know how to use it. The isolated atmosphere was sold well, so good job on that
Got a high score of 112100. This is awesome (especially for a one day jam, like what!). It's addictive in the best way possible. It looks and sounds so satisfying as well.
Like others have already said though, enemies can spawn on you resulting in a lot of situations where loosing hp feels impossible and while the effects are really satisfying, they are also really distracting and can make it hard to tell what's going on.
Would love to see if this goes any further
The atmosphere in this is very well done with great sound design and art and I enjoyed the game play a lot as well. It involved a fun mix of reaction times, resource management routing and exploration in such a simple game which is really impressive.
There are two minor things that I didn't like, one being the fact that the camera trails behind you where it would be much more useful to be centered on the play or to trail in front of them so you can see where you're going better and so you have more time to react to the faces spawning just off screen in front of you.
The other thing is the fact that sanity seems to be spent whenever you swap between light and dark modes, but you're forced to leave dark mode whenever a face spawns in front of you means that winning can sometimes feel like it's a little bit in the hands of the rng behind where the faces spawn. As you can lose a lot of your sanity because the faces decide to block the same corridor you need to go down 4 times in a row.
But at the same time I feel like these things may just be personal preference, the limited camera view in front of you can create good moments testing you're reaction speed for instance. I enjoyed the game a lot and I think it is scoped perfectly for a week long jam
Beat it!! Very fun but difficult game!
Only nitpick I have is that I would recommend looking into input buffering and coyote time next time you make a platformer, the lack of those mechanics in this game is very noticeable because of the difficulty (and the fact that the hour glasses only re-spawn if you hit the wall not if you hit the ground)
But I enjoyed it overall, loved the cute art and the level design was very fun
This is a cool way to interpret the theme, and a pretty ambitious game to pull of in a week and visually the game looks really good.
However I didn't enjoy this game that much because of lots of little problems and bugs that added up. The trades didn't work for me sometimes when I had the right resources, it's annoying to get stuck in ores when traversing the world on the bike, mining ore doesn't feel fun to me, the music doesn't loop. I got soft locked out of interacting with shops and the bike after one of my deaths (and the dust meter stopped filling when this happened too).
While I didn't enjoy the game as is, I'm sure others will, and it's really impressive how much you have done in a week while working solo and I think if you had more time to work on it, the game could become something really cool.
The presentation and story telling in this is actually beautiful, like it's a really simple story but it still moved me which is something I would never expect from a game made in three days and the desolate and bleak atmosphere fits well with it.
A minor nitpick I have with the game play is that I wished movement inputs were buffered, it feels frustrating to press a button to quickly move out the way of a seal only for the input to get eaten and then the seal to hit you.
But other than that the quality of this is incredibly impressive for the time scale











