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Dazzling Duck: Underworld Escape's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #264 | 3.408 | 3.643 |
| Presentation | #268 | 3.408 | 3.643 |
| Theme | #387 | 2.873 | 3.071 |
| Fun | #470 | 2.472 | 2.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
The entire game is centered around the theme of slick. The menus slide in, the attacks are split between stylish moves and attacks, and the duck is pretty snazzy.
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Comments
Unfortunately, encountered a bug that froze the game during the first demon fight and had to restart. Really enjoyed the duck model and found the writing charming. Briefly tried using some blue moves, but quickly found I could get through the game without them- and just spammed red moves again and again. Wish I had felt pushed to use more strategy in the combat, but nice work overall!
With the dialogue, I wanted the characters to have a strong personality past just a fun design, so I made the characters have different punctuation styles and word choice. Glad you enjoyed it! Whilst I was testing, I also ended up noticing the weirdly low change the blue (style) moves would give, but I was a bit too busy fixing the spaghetti code I had hastily cobbled together a couple hours before the finish. I'll be looking to fix the game in a while, and I have actually seen one of the error dumps WebGL gave in that specific fight, seems to be some array overflow problem (although I do wish Unity was slightly more tolerant to weird stuff happening, it probably wouldn't have done a huge amount). There's also a bug with the following cutscene, which is entirely due to my cutscene code being a complete mess. Either way, It's good that you still enjoyed it despite some hiccups!
Playing as a super cool duck escaping from hell? What's not to love about this idea? I, unfortunately, couldn't finish it. I got a bug during my first attempt when I tried to talk to the sad spirit a second time. There was some glitchy dialogue and then the game crashed. On my second attempt, it froze while I was fighting the demon at the end of the first room. I saw the dev note that said the game is quite buggy, which is understandable considering the time constraints, especially with a more ambitious project. It's just a shame because I would have really liked to have been able to finish this one. I did enjoy what I was able to play though. The fights are interesting with sort of tug-o-war dynamic indicated by the single bar up top. I appreciated that the game encourages you to mix up your moves for maximum slickness. The reactive defense was also a nice touch. Plus the ducks are cute, of course. Nice work, overall!
That's unfortunate that you ended up encountering we veritable kaboodle of glitches. That's more what I expected players to encounter, but it didn't seem to end up working out that way for most, which was good. It's just too bad that the bugs didn't evade your playthrough! When you say ambitious project, oh boy, was it ambitious. I spent so much time on this game and even still only managed to get something nominally working because of the server problems. Thankfully the duct-tape job held up alright. Good that you still enjoyed yourself, despite the bodge job not working out!
Great visual style and cool music/sound effects. Nice to see another fun game with a duck wearing a hat - great minds!
Ducks with hats are truly epic design - I checked out your game, and that duck was also very swag! I just didn't know what to comment, so I didn't end up doing so. Good that you enjoyed the presentation, it was quite the challenge to get that all together before the deadline, but I'm quite happy with how it turned out!
What a lovely turn based rpg! I feel absolutely dazzeling!
The only thing missing is a gittery jacket...
Glad you enjoyed it!
I like the visual style and the old school RPG stuff, but I couldn't figure out the combat system. I'm sort of unclear why you would want to move or use the blue actions?
Part of those problems come from a rushed development, mainly the movement gimmick. The movement gimmick was going to be a bit of a skill expression thing, where if you are closer, you can deal more damage (and you can), but when you are further away, your style is better because the trick visuals are better. The blue moves are trick moves, and it seems they might have been a bit undertuned, as yeah, they don't sway your battle advantage enough. Generally using a variety of moves allows you to push your advantage better, and the tricks are there for that. The combo system was made around that idea, and I was going to give more incentive to use combinations of moves more (there would be multipliers in the code) but I ran out of time, even after working a lot. I had to focus my attention on fixing bugs over refinement of the system. It was an overscoped game, as you could probably tell!
Really good point to bring up, but the tl;dr is that I ran out of time to do balancing and make those moves more useful overall. The main use in the current game is to use before and after attacking moves to keep a good combo up!
Pretty good and original :D Found a bug though, at some point in the game I performed a slide and the duck froze in place and I couldn't do anything after that. Nice work though!
More bugs? Yeah, sounds about right. I didn't even know that one existed! Looks like I've got a decent amount to fix after the jam is said and done... Either way, good you enjoyed it either way!
That duck sure dazzled me
I'm a huge fan of the silly visuals in this game, and the very classic turn based combat was well executed
Awesome! I like trying different artstyles out for game jams, and so when someone recommended the idea of pre-rendered models, I went straight for it! I had a lot of fun working with it too, the visual style is something I too quite enjoy. I didn't expect the battle system to be so enjoyed, though! It didn't have as much testing as I would've wanted, and to be honest, the code is bodged together and rough around the edges. Still, it's good to know that in the end, It worked out just fine!
Nice work, love the turned based combat system once I got it figured out. Style is pretty good.
That's good! I probably should've tuned the RPG system more though (I had only tested it properly a couple times), but it's great that it managed to not end up being too punishing for the player. The style was mainly influenced by Saturn/PS1 RPGs and the pre-rendered games of the era. It's actually quite a fun style to work with!
That duck really is a slick little guy, gotta tell you that
Both the artstyle and music were great
Too bad I got stuck after beating the devil. Somehow the dialogue with Uncle Mallard didn't close
The first part is good! Glad that both of those aspects hit well. That other part... yeah, no surprises there. Unfortunately because I ended up finishing everything in the game super late, I had nowhere near enough time to bug-test. Even the extra hour still wasn't enough to fix all of it, sorry! There's about four other cutscenes and several other enemies past that point, so I might figure out what bricks the game to help give a little guide. Thanks for letting me know about that bug too, seems like another one I just didn't catch (of course!)
Thanks for playing!
Don't feel bad, it's not unusual to get everything going during a jam :D
Also, you have the slickest duck I've seen so far, so you got that going for you :)
That damned duck is pretty cool!
Good stuff! The swag fedora the duck has on is inspired by the fedora worn by Micheal Jackson in the (I think?) Smooth Criminal music video, mainly because someone said a fedora would be cool, but I didn't want it to be black because I feel like that leans closer to business mode than cool mode.
The style is awesome. never seen something like it before and its really captivating
Thanks! Part of the idea, which was pre-rendered 3D models, came from someone I know, and I liked the idea of it. Turns out it's actually quite a fun style to work with, and I think I'll probably re-visit it in the future at one point. Hopefully the gameplay was also looking alright!