Duckinator9000 by marek77
Backstory: you are a genetically modified rubber duck that can shoot laser beams out of its eyes. Your goal is to eliminate any invaders that enter your habitat aka the bathtub. Don't show any mercy.
https://marek77.itch.io/duckinator-9000
Ratings
| Overall | 314th | 3.476⭐ | 23🧑⚖️ |
| Fun | 196th | 3.524⭐ | 23🧑⚖️ |
| Innovation | 551th | 2.81⭐ | 23🧑⚖️ |
| Theme | 335th | 3.524⭐ | 23🧑⚖️ |
| Graphics | 468th | 3.286⭐ | 23🧑⚖️ |
| Audio | 177th | 3.524⭐ | 23🧑⚖️ |
| Humor | 77th | 3.714⭐ | 23🧑⚖️ |
| Mood | 456th | 3.1⭐ | 22🧑⚖️ |
| Given | 7🗳️ | 4🗨️ |
And moreover, this game is really fun to play. There is a good amount of challenge and very cool power-ups.
The sound design and music was also very cute and fitting the theme of the game perfectly.
Great game! Congratulation
(You can see me playing this game for the first time on the vod https://youtu.be/lXUmif8KKxM?t=44m48s )
Overall solid game. Great sounds when you get hit by the other ducks. Love the bystander-ducks up on the side.
Your gun feels a bit to weak in the beginning and the game doesn't get hard fast enough.
:duck:
The in-game portion looks so good. The bathtub, character and enemies work well together, and it's even better because of the small details around the bathtub. It doesn't feel like an isolated place, but, just as the theme says, like a small world. One that the rubber duck must protect at all costs.
Gameplay wise, it's not only functional, but it actually works great because of the power ups. The bomb is particularly fun to use, specially for the satisfying effects of its explosion. The menus and death screen could have had a bit of flair, but I guesss that there was not enough time for that.
Anyhow, my one complaint comes from the shooting itself, if only because it's a bit buggy. I sometimes pressed the button and nothing happened, while others it would either shoot once or a few times, disregarding if I was holding the button or not. In one of my playthroughts, I actually exploted a glitch that allowed me to continue firing without having to hold the fire button (if you're firing and you get hit, you can stop holding the button and it will fire forever). It made it feel less tedious.
Well, whatever the case, I did have fun with it. It's rare to see 3D LD games that are not only functional, but that look great and play so well. The power ups and the bomb really set this one aside from other twinstick shooters I've played on this gamejam so far, so I hope that you decide to keep adding to this game for a future post-LD release. I had a blast.
If you happen to have a Twitter account, do share it around. We from [Whales and Games](https://twitter.com/WhalesAndGames) have been following some of the people around here. It's good to see what others can come up with next, and we'd really like to see more Duckinator9000-related stuff. Keep up the good work! :whale:
:duck: :ocean: :ocean: :ocean: :speedboat: :bomb: :speedboat:
The 3d models were very well done, but I thought the water texture could have used some improvement, especially since you spend so much time looking at it. A bit larger UV scaling would have made the waves more realistic, and the bottom of the tub seen through the translucent water would have really sold the setting.
The controls were decent, but a bit rough around the edges. Laser firing didn't consistently start on mouse down or stop on mouse up. Also, the movement speed was great, but a bit of inertia to the directional movement would have made handling the duck more fluid and perhaps felt more like floating on water.
I played this game through 30 waves, and had a really fun time evading and shooting all the ships. On the later levels, I found I could corral all the ships into a pile and annihilate them all with 1 bomb, which was optimal, but not as much fun. Post-level-30, I decided to die, but found that all the enemies tunneled beneath the water trying to get to me and I couldn't easily die. This may have started on an earlier wave, which would have contributed to the ease with which I could corral all the ships.
Finally, in the later levels, there are so many ships that bombing a good chunk of them frame-lags the game, and even my GTX970 was having a rough time with framerate. I'm not familiar with Unity (UE4 here), but I expect it wouldn't be too hard to batch ship removal over several frames if too many of them die at once. The visual impact to the player would likely be negligible, and it would remove the noticeable hang when a bomb kills large numbers of ships.
Great game, thanks for the fun! Keep on developing!
Here's a quick video I made of the OP bomb strategy I found, as well as the weird late-game ship diving behavior:
https://www.youtube.com/watch?v=08ZVyCbK5sE