Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Duckblade

25
Posts
2
Followers
1
Following
A member registered Jun 13, 2021 · View creator page →

Creator of

Recent community posts

Simple, elegant, challenging, fun. Well done. Also appreciated the chill music.

(1 edit)

Ok, you got me. I was attracted by the goofy title and the game behind it did not disappoint. I definitely expected a lot of climbing games with the theme of this jam, but I did not expect this. I appreciate the retro aesthetic of the game and there's a lot of charm in the way you told the story through the older-style phone. I've never played a control scheme of WASD + QEZC, so kudos on that as well. It didn't take too long to adapt and I think the controls were a net positive to the game. All in all, I love the uniqueness and I appreciate your humor!

(1 edit)

The art style and gameplay are extremely unique, and I like that - not to mention the singing title screen! I'm a big fan of nautical themes and I think you really sold the "old pirate captain" feel with the visuals and audio. The controls felt awkward at times, but I think that's the point: tweezers + building in a bottle + rocking ship. Very well done. And of course I listened to the entire song. :)

I have great memories playing frogger. This is a faithful reverse recreation. Good art. Relaxed and bouncy music. You should be proud of your game.

Enjoyable, clean, and simple. Could serve as a base idea to expand into many more mechanics. Great on its own.

Sweet vibe. Love the spooky idea of running from and chasing yourself. This is like that ghost car in racing games but cooler.

Well done! The wall destroying mechanic was my favorite. Good art. Good music. I especially appreciated the piano slam on failure. :)

Good game. Quick. challenging, and enjoyable. Would probably make an excellent Cut The Rope-esque mobile game.

The last level was clever!

Cool economy vs. military game. Well put together and fun!

Nostalgic and well crafted. I love that the actions and items are physical pieces of the environment.

This is my poop song!

6 stars on creativity. The concept is good. The name is rad. The panic is real.

The art and music were the highlights of this game for me. Solid gameplay and idea.

Very cool! Good art! Reminiscent of Punch-Out! and somehow Undertale-style battles. I love that you didn't hold back as the difficulty ramped up. It provided an intense test of focus and reactions.

(copied from the other itch.io page)
Interestingly creative control scheme. I've never seen any game that uses controls in this way. It is a novel idea packed into a short format with good execution. Well done.

The web version worked for me!

Interestingly creative control scheme. I've never seen any game that uses controls in this way. It is a novel idea packed into a short format with good execution. Well done.

The web version worked for me!

Good idea that could use some more work to make it great. The concept is creative and the art and feel of the game is charming. Similarly to another commenter, I encountered a physics bug that required a restart to fix.

I like being booed and cheered at.

Good idea with excellent execution. To be honest, I'm not much of a fan of recording my own sounds, but even I had some fun with a zombie noise. Everything felt smooth and well-considered. I appreciate that you took the time to write out all of that dialogue with its own strange dialect.

Secret endings are always fun too. :)

While playing your game, two very distinct ideas formed in my head:

1. This is hilariously brilliant.

2. The creators are insane.

This was incredibly creative. The gameplay was simple and good. The music pleasantly counterbalanced my incredulity and verbal utterings of "What is wrong with them? No, they didn't!" for ever new level I discovered.

I knew this was going to be an excellent game as soon as I read the title. It did not disappoint.

"They'rrrrre great" I whispered as I settled down into my nightly vat of Frosted Flakes and slightly curdled milk, one percent of course. The only true way to spend an evening in the multi-million dollar bathroom of my multi-million dollar estate built off the diligence of embezzlement and intersection fraud. I took up my mobile phone to ponder my options. What to do during this time, to occupy my brilliant mind and its brilliant worries? "Crash the market? No, it's not time yet." I muttered pensively to white washed walls, perusing the internet intelligently. Then I saw it. The Planetary Asteroid Defense System. Some fanciful internet game that I almost dismissed before skimming its description. "your multi-billion dollar self", it read. Ah. This I could get behind. I needn't read more, for it had said all that could ever be needed to say. Finally, a new height. A new me. True leisure. "My multi-billion dollar self" I chanted as the night drew on, delighting me with the self-affirming responsibility of Planetary Asteroid Defense System.

Chill, polished, challenging, and satisfying. Movement feels smooth. The integration of the timer into the game space to track progress is sweet. I love the feeling of depth the visuals give. High marks.

I hope you enjoyed that 'null' you ate during the jam. You deserved it.

GREAT GAME. Big Super Hexagon vibes, but the game claims its own ground easily. The music and visuals are superb and the gameplay is satisfying. It's built around a fairly simple concept but carried out extremely well. The only thing I could even think of asking for is a milestone system, so I can continue closer to where I died, but I'm pretty sure Super Hexagon doesn't provide that. It would be cool to see how you might expand this idea. Different enemies somehow? Different projectiles like a beam that has no travel time? Multi-lane enemies or attacks?

You should be pleased with yourselves. Well done.

A solid execution of a concept you don't see taken advantage of much in most 2D games - terrain-based mechanic changes for both player and enemy. I really enjoyed the visual style of the game and I feel it could serve as a foundation for numerous interesting enemies and mechanics. I like high difficulty, so the pace was a bit slow for me, but the enemies spawning on top of me during the final wave caught me off guard! Well done. Would enjoy seeing more!

The things that really brought Frantic Alchemy together for me were the sounds and music. ha1fbit did a great job on them and even made the music from scratch. Thanks for playing and for the kind words! :)

I appreciate you playing our game! It's pretty challenging even for ha1fbit and I, so it would be great to create more levels with a slower difficulty ramp in the future.

Thank you for the kind words. :)