floweryandy 2024-04-16 01:53
I don't have a microphone but it was a fun walking simulator
Foon → Ludum Dare Explorer → LD55 → The Quacking Hour
By stanov
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 207 | 3.94 | 31 | |
| Fun | 130 | 4.00 | 31 | |
| Innovation | 5 | 4.51 | 31 | |
| Theme | 326 | 3.98 | 31 | |
| Graphics | 603 | 3.70 | 31 | |
| Audio | 201 | 3.83 | 29 | |
| Humor | 104 | 4.01 | 29 | |
| Mood | 344 | 3.82 | 31 |
I don't have a microphone but it was a fun walking simulator
I knew it would be a funny game as always Standu :) The game is really charming, but I felt too bad when my little ones all died in the apocalyptic barrage of asteroids, Im a terrible father.
Music is great, sound effects and graphics, all works well together.
Note: I cheated. Instead of quacking, I was whistling, that way you can produce sound for longer on one breath haha.
I love the quacky theme
The game is very fun and well-designed! I am lightheaded now after blowing into my mic for so long xD
Super duper fun mechanic. So clever and tied-in to the summoning theme. Well done!
Observation about design (and Pro cheat): if you are in an place where you cannot "quack" (for social reasons!) -- then you can blow into the microphone to produce audio levels. But I quickly got lightheaded with this technique hahaha... but it brings up an interesting design question: the player *should* quack to get into "the spirit" of the game, but they can cheat as I did. I wonder, just for the sake of imagining a fun design challenge and because as a sound designer, I would want to know if this is possible -- can you have some sort of sound table or similar bank of options which require the player perform a specific sound (within an allowable margin of error -- like you wouldn't have to match the exact one specific amplitude/frequency spectrum over time for it to be a match, but close enough) -- or at least some way to make the audio input more specific than just reading "amplitude in general"?
In terms of story, I dig it! And the "frogger" type format is great. If I were to develop this further, I would eventually get picky about the semiotics of the obstacles -- like, meteors? It's kind of funny, but takes me a little bit too far out of what I think the realm of the story is... what else would be more plausible as an obstacle falling from the sky, requiring the player to read the shadows to avoid it?
Good music! Love the duckling splat sounds -- it's one of those game sounds that is both satisfying to hear and sad to hear at the same time!
Hehe the game has a lot of details that I love: - First the small animation at the beginning, it is just so cool as it is very well done and effective as it already creates some sort of atachment to the duck (he is dad with little ducks looking for mrs duck :)) - Also I love the initial camera transition, it is subtle but is there. - The tutorial is just dead simple no suprises boom WASD to move and the mic explanation and boom I know how to play and what to do. - From here it is just fun to try to save as many ducks as you can :) (Haha I feel a bit bad for the ducklings but well... gameplay) - The art is effective and nice and the music sets you in the right mood (so yeah everything is well tied together).
So, yeah very solid entry, good job and Keep it up!
I loved the game so much that I have awaken my neighbours quacking T.T
since i don't have a windows or a linux computer, i was only able to see a friend of mine streaming it for me on discord, and honestly it was one of the funniest experience we've had!
the cars were destroying 80% of the little ducklings on every run but (apart from that terrible death) that was SO FUN!!!!
I saw you making the game on the stream and I knew it would be fun! It's a great idea, I played it with my kids and we had a great time, thank you! And we didn't cheat, we were quacking properly! The idea of quacking to a microphone is awesome!
Although it's sad we couldn't save all the ducklings... please hold a minute of silence for the poor guys smashed by the car and also for those who were crushed by that large burning boulder that fell from the sky.
Thank you everyone for such valuable feedback!
@p-man, ad your questions: You can get the samples in Unity even in frequency values, I think. So theoretically, you should be able to do even the frequency analysis for the gameplay. But I don't know the details, I was very happy to obtain the amplitude values in ~2 hours and make them work in a very basic way to make the game possible.
71 bebes. Quack. :duck:
https://clips.twitch.tv/RamshacklePluckyClamMcaT-58fl47rsEFdiM4ND
Screenshot 2024-04-18 224712.png
Really cute game, I loved playing as father duck! Did not expect a microphone based game in this jam but it worked quite well!
You can watch the vod back again on YT https://youtu.be/9X9SR_20PuQ
It's a very cute and fun game! I like the unusual gameplay choices with the microphone. Very simple and straightforward, spent a lot of enjoyable time, great job!
Super innovative game, one of the most creative entries this time around! The microphone for playing is such a cool idea. The art is really cute, too. And congratulations to your friend, the music is lovely and compliments the game well. Good job to all of you!
Such an adorable game! Although I think that it'd make it more light in nature if the ducklings just got a "poof" particle effect when hit instead of getting completely *smooshed* and a red outline, but it's not that bad and makes sense though.
Using the microphone as input is something I've only really seen in Scratch games when I was younger - encountering a feature so perky being used in a game like this inspires me a lot.
This gave me much joy, thank you guys for making it!
As promised, a review. The fact that this was going to be a microphone-controlled game threw me off guard, but it was definitely fun. Unfortunately, the intensity registered by my microphone was hit and miss and also the meteorite part was too difficult. For some reason I could hear no audio on Linux, so I didn't rate that. Good job!
I love games that use audio as mechanics. I always think about audio when I make a game. I haven't used the mechanic with the microphone yet, but in the future it will be a tool in one of my games. Definitely the best part of the game.
I will tell you that the meteor shower was abusive. :D
Congratulations!
Great concept! I love the use of the microphone, I think it's very innovative! Well, since it's 11 p.m. at home, I'd rather blow into the microphone than shout... I saved 47!
I loved the idea of using the mic to bring your ducklings to you. The graphics are simple but they do the job, they remind me a lot of old morning kids cartoons, for some reason. The problem of using a mic is the easy exploit of just touch the mic to make a lot of noise and have a big radius, but the game was really fun anyway.
The best vocal warmup I've ever received from a ludum dare game~🎵
https://youtu.be/1zbmlOVvUWs