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Duckman

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A member registered Aug 13, 2021 · View creator page →

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Thanks for playing! I normally have very high sensitivity, and none of the playtesters mentioned the sensitivity being to high before the deadline sadly :/ We'll make the sensitivity better after the jam :)

Thank you so much! Our 2D and 3D artists worked hard to make the game look as good as they could, so it's good that you liked how it turned out :)

Thanks for the feedback! Being compared to source games means a ton to me! I wanted to give more incentive to move around, but didn't have time sadly :/ We'll be updating the game after the jam, and that is one of the things we'll see if we can fix :)

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Thank you so much for the compliments to the controls, I spent a lot of time tweaking it, so I'm happy it was worth it :) Also at the beginning of development, the gameplay had more to do with the theme, but due to the game not being that fun with that gameplay idea, we scrapped it and turned the game into a more basic shooter. Might update it with more elements of the theme after the jam :)

Thanks for playing! A lot of players have had problems with the sensitivity, so we'll definitely work on that after the jam :)

Thanks for playing! I'm glad you liked the controls, I spent a lot of time tweaking them to be how I wanted. The ghost entry in the beastiary is admitedly a bit misleading ha ha, I didn't think of that when I wrote it lol. Might rewrite it after the jam :)

Aaah I see. I honestly agree, but the final version of the game got submitted like 5 minutes before the deadline, so I didn't have time to playtest and change it to progress faster sadly :')

Thanks for the feedback! In a post jam update we'll try to make using the weapons feel more satisying :)

Thanks for the kind words! In a post jam update, we'll be making it easier to know where enemies are. I'm glad you like the gun designs! I'm also very happy with how our 3D modeller designed them:)

Thank you! Our 3D modeler is indeed very talented ha ha. At the beginning of development, the gameplay had more to do with the theme, but due to the game not being that fun with that gameplay idea, we scrapped it and turned the game into a more basic shooter.

Thanks for the feedback! We tried to make each enemy and weapon distinct from each other, so I'm happy you liked them :) At the beginning of development, the gameplay had more to do with the theme, but due to the game not being that fun with that gameplay idea, we scrapped it and turned the game into a more basic shooter.

Thank you! In a post jam update, we'll work on making enemies more obvious, even when behind the player :)

Thanks for playing! I admit that I really fumbled with the sensitivity. I always use a high sensitivity, and none of my playtesters mentioned it before the jam ended, so I didn't notice :/ Thanks for the comment :)

ha ha, I'm glad you liked it :D I've always been a big fan of this type of game, so it was a lot of fun working on it :)

Thank you so incredibly much for your kind words! Being compared to the modern Doom games is a big honor ha ha. In a post launch update, I'll work on rebalancing the weapons, including giving the shotgun bigger spread, and also making the sniper easier to use :) Thanks again for the kind words :D

Thanks for playing! I've also always been a big fan of arena shooters, so getting to work on one for this jam was a lot of fun :) I wanted to make the player able to rocket jump, but that would mess with the balance a bit, so I ended up not doing it :/ Also, you got a really high score, I trust you when you say you've played a lot of games like this xD

Thank you! I've always been a big fan of arena shooters, so getting to make one for this jam was a lot of fun :D

Thanks for the feedback! I'm going to make the camera rotate more smoothly when strafing in a post jam update, along with making the enemy spawn indicators better :)

Thank you for the compliment :D

Thank you! I spent a good amount of time tweaking the movement, so I'm happy you enjoyed it :)

Thank you! I'm glad you enjoyed it :)

Thank you for playing! What do you mean by faster transitions? Do you mean like loading times?

Thank you so much! It means a lot :)

Thanks for the compliments :)

Love the designs of the player and enemies! It was a pretty fun game, I especially liked the upgrade after each wave, but I just wish the upgrades did more than just affecting your stats, maybe make an upgrade that makes it so that boomerangs leaves a trail of fire, or being able to throw 2 boomerangs at once. Still a really cool game!

Amazing visuals! I had no idea what to do in the beginning, and it really needed a tutorial in my opinion. It's a cool idea with having to explode yourself to progress. It could use some audio. Overall pretty cool!

I'm glad you found out how effective it is! When designing it, I wanted it to be the hardest weapon to learn, but also one that would become better and better the further the player got, but not a lot of players played enough to find out its potential, so many didn't think it was that good. Thanks for playing :D

This was a really weird, but really fun game. It felt very satisfying to pop the balloons, and even though the game was pretty simple, it kept me interested :)I lasted 10 years btw!

Cool artstyle and very creative spin on the theme! It was a pretty short game tho, would have liked to play more levels :)

This game was pretty fun, and followed the theme with the gameplay and narrative really well. It got a bit samey after a while, since for most of the quests you just had to make a burger and do something with it. The best quests were the ones that changed your player in some way, like the one where you turn invisible and have to throw ketchup to see where you were. The graphics were nice aswell. Overall, I liked it :)

Thank you for the kind words! It means a lot :)

Lol, the flying skulls will probably need to be rebalanced, they're pretty tough considering how often they spawn

Thank you! I'm glad you liked the movement.

Thanks for playing! The flying skulls are probably a bit unbalanced if I'm being honest lol. I'll probably rebalance them in some way after the jam :)

Thanks for playing! Our 2d artist spent a lot of time designing each character, so it's good that you liked them :D

Thank you for the feedback! After the jam, we'll update to make it easier to tell where enemies spawn. The sniper is intentionally a pretty difficult weapon to learn, since it gets better the further you get, because it reloads faster the more enemies get pierced at the same time. Thanks for playing :)

Thanks for commenting! In a post jam update, we'll work on making it easier to know where offscreen enemies are, including better 3d sound :)

The game is in forced fullscreen because there was a really bad bug when not in fullscreen, and neither me, nor any of my playtesters had wide monitors, so we didn't realize the UI didn't work for that, so sorry about that. I'm glad you liked the beastiary!

Thank you for playing!

Thanks for commenting! I think the weapons get unlocked to quickly too, but since it's a gamejam and it isn't guarenteed that people play each game for very long, I made them faster to unlock than I otherwise would have so more people could unlock them. After the jam I'll probably make them harder to unlock :)