LD46 By Kinto by Kinto
Controls:
Just move the mouse to play!
Second time attending Ludum Dare. My first was a couple years back :).
Please have a play and let me know what you think! Thanks!
P.S. I didn't have time to add sounds ):





| Youtube | https://thekintogames.itch.io/ludum-dare-46 |
| Youtube | https://thekintogames.itch.io/ludum-dare-46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/ld46-by-kinto |
Ratings
| Overall | 1857th | 3.217⭐ | 25🧑⚖️ |
| Fun | 1395th | 3.239⭐ | 25🧑⚖️ |
| Innovation | 868th | 3.457⭐ | 25🧑⚖️ |
| Theme | 939th | 3.783⭐ | 25🧑⚖️ |
| Graphics | 1099th | 3.717⭐ | 25🧑⚖️ |
| Humor | 634th | 3.37⭐ | 25🧑⚖️ |
| Mood | 1934th | 2.932⭐ | 24🧑⚖️ |
| Given | 8🗳️ | 5🗨️ |
One downside was the random duck positioning: with no way to move it, the duck falling in the middle makes the game MUCH easier than the duck far to the left. Or did I miss something?
Also, it seems like all waves only consist of small and large kubes (or so it seemed after ~50 waves), which gets kinda repetitive :) With more enemies, this can be very addicting!
I don't feel like the weapons are that different except that I found the lance really ineffective compared to the rest. The fact the the weapon can be used to push as well as harm is an interesting way to defend our ducks.
Like the person commenting above me I feel like there needs to be more variety in enemy types and placement. I bit more feedback (visual and sound, even if I know you were short on time ^^) would add to it too.
The powerup giving an additional duck was useless for me most of the times because usually when I messed up it was by pushing a monster to my ducks by mistake and I killed both of them then.
Overall it has a nice "idlegame" feeling to it. Just moving your mouse and seeing numbers go up an down is quite cool but would need to be refine a little to be enjoyed more.
Good job !
I would make the duck position at least for the first one fixed to the center. But, overall, a great idea and a good game.
I would say if you could move the duck left and right using A and D it would be even better, also making the player unable to move the sword outside the black bars(probably using some collision detection so that the wall would stop at the edge), because just moving the sword from side to side is a bit too easy way to beat the game.
If you add more enemies, and some more variations I would say that this would be an amazing game
Only one criticism (no bashing ;) ) - I'm not sure that the vertical banner is the best choice :/ the three-quarters of the screen is not used and enemies are not taken advantage of (I could kill them before they appear)
I don't know if it's normal but we can use the handle of the weapon (the sword for example) to push the enemy on our duck :( I killed him several times like that
Still, it's a great job! :)
I'm not one to talk about sounds, because I also ran out of time and just had to throw two in at literally the last minute, but in the future we both should plan ahead a little more than that.
Love the graphic style, everything looks very cute and funny.
I notice the aspect ration is like a phone, are you planning on porting this to mobile?
It would have made more sense for flying enemies to come at them - maybe vultures or some large bird - giving you more notice before you get killed and ability to come in at different angles. I ended up just blindly swinging between left and right entrance point and killing enemies before they came on screen, which I realized was no fun.
Love the art and idea, just needs a few tweaks!