The Quacking Hour by StaNov 2024-04-16T20:54:00Z
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!