Dimension Duck by gemcc
Play on Itch.io - Dimension Duck
Help Winston escape the facility!
Left click to create portals

Summon your fur and feathered friends to attack enemies.
The further away you summon them the more damage they do!

WASD to move
Space to pick up bread found in crates.

The type of bread you get replenishes different amounts of mana and HP.
There's also upgrades which makes Winston stronger. You can also unlock more abilities and more animals to summon.

Right click to dash (once unlocked via upgrades)
| itchio | https://geordietomo.itch.io/dimension-duck |
| Original URL | https://ldjam.com/events/ludum-dare/55/dimension-duck |
Ratings
| Overall | 278th | 3.85⭐ | 32🧑⚖️ |
| Fun | 219th | 3.862⭐ | 31🧑⚖️ |
| Innovation | 459th | 3.483⭐ | 31🧑⚖️ |
| Theme | 189th | 4.172⭐ | 31🧑⚖️ |
| Graphics | 312th | 4.086⭐ | 31🧑⚖️ |
| Audio | 187th | 3.857⭐ | 30🧑⚖️ |
| Humor | 173th | 3.81⭐ | 31🧑⚖️ |
| Mood | 320th | 3.862⭐ | 31🧑⚖️ |
| Given | 44🗳️ | 38🗨️ |
I was confused by having 3 different summoning spells, however. Initially thought that they would be able to interact (dog chases cat, cat chases bird?), but it doesn't seem to be like that. The possibility of combining those like that would be a great way to diversify gameplay and raise skill ceiling.
Thank you very much for your game!
I thought the duck movement was a bit slow, and when I entered the second room there were so many enemies I couldn't avoid them. Overall nice work!
Loved the music and art style.
There was a good amount of variety with upgrades.
Also cool to see another fellow game based around summoning animals :)
Amazing work!
Amazing amount of polish
Wish walking was a bit faster, but other than that was cool and graphics were good.
I didn't really notice that there was a mana bar at the bottom right. But the game is great and has a nice amount of content in it! Great job!
Gameplay.. after losing once and realising what's important, it got a bit boring, because it was essentially running away from the enemies while waiting for the mana to replenish. Not much risk. There was a bit of skill involved in throwing the portal right in the middle of a group of enemies, as to hit multiple of them with a single animal. But given there was no danger, no risk of dying by that point of the game, it was just a matter of hoping it progressed to the end asap to see what happens.
I also discovered a game breaking bug where if you stand on the edge of a room, but not to the point where you see the enemies spawn... the enemies have actually spawned, but they are invisible. And you can attack them.
It would have been more comfortable if one could use the shift key for the dash (on a trackpad, having to do left click vs right click is meh).
Some ideas for the gameplay:
- animals not only consume different amounts of mana, but also have a favourable matchup against the type of enemy
- traps on the rooms / floor. something that makes running away from the enemies more challenging and less mindless
- a quack button
- mana regen as an upgrade option
- enemies throw more projectiles, and from further away (as to make it harder in the later part of the game)
- maybe enemies with different AI, which you have to escape in a different way
- the animals are not just for attacking, but have some other purpose
- some type of goal or reward for players who achieve difficult feats (feats beyond surviving). e.g. not getting hit by a single enemy in a room. letting the enemies try to melee you but dodging it. summoning 3 animals of different species (bird+cat+dog) has some type of benefit. creating a portal right on top of an enemy sends the enemy to another dimension. etc. bonus for near miss those projectiles enemies throw. maybe a jump button to dodge those projectiles. enemy projectiles could hit other enemies, which may make it interesting to take some risk and try to squeeze between enemies. things to raise the challenge for skilled players, but that don't raise the challenge for the other players.
Thank you for sharing!! <3
The "summon far away for more damage" was a very interesting mechanic and added a nice layer of strategy, but didn't feel very intuitive when playing the game - I think getting more feedback when you did this and being able to discern more easily how much damage you're doing would be nice.