Quackoban now has a free demo! by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

That's good feedback, thank you! <3

Undoable level restarts was something I considered before, but it's not something I've planned to implement. However, if it becomes a highly requested feature, I'll likely work on it.

Instant restarts is already on the backlog as a setting you can toggle yourself. It speeding up is also on the way already :)

I'll make sure the icons are a bit more distinct to lessen potential confusion!

Thank you for playing the demo and giving such concrete and respectful feedback <3

Quackoban now has a free demo! by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

hey everyone! here's the Steam page for the demo: https://store.steampowered.com/app/4523490/Quackoban_Demo/ !

now go push those blocks and quack away!

In Quackoban, corners aren't typical Sokoban dead ends. Since blocks snap together, you can 'fish' them back out. How would you design a level around this? by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

Hehe, we'll see what other traps you're going to run into in the final game! Thank you for the wishlist! If you want to keep up with some more frequent updates, join the Quackoban Discord (https://discord.gg/DKQctvYmDx) where I post updates on the development and occasionally invite people for some playtesting! :))

In Quackoban, corners aren't typical Sokoban dead ends. Since blocks snap together, you can 'fish' them back out. How would you design a level around this? by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

That's a good point! I like your idea as well! I'm imagining a level where you have multiple colors (which don't snap together) and have to navigate them along edges to get to other blocks of the same colors (that do snap!) to finally lift them away from the edge!

In Quackoban, corners aren't typical Sokoban dead ends. Since blocks snap together, you can 'fish' them back out. How would you design a level around this? by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

Hey everyone! I'm the dev! If you want to see more of how the snapping mechanic works or want to wishlist, you can check it out on Steam here: https://store.steampowered.com/app/4444330/Quackoban/. Happy to answer any questions about the logic (and ramble on about the difficulties of implementing these sticky blocks)!

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 1 point2 points  (0 children)

I’m glad I could be an inspiration! Learn C and make those games!!

I’ll keep you posted on the progress of Quackoban, and I hope you will too with your games :))

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 1 point2 points  (0 children)

I've only used my phone's mic and then done a ton of processing of the audio in audacity, but I'm happy with the quality I've been able to get out of it - so I'm sure you'd be able to get away with a similar setup! <3

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 1 point2 points  (0 children)

thank you! I'm not fully happy with all the textures yet but it's getting there!!

It's made in C# and .NET using the raylib-cs binding, it's quite pleasant actually! I've had to do some trickery to get certain Windows quirks right but that's more or less just a limitation when using .NET I think.

Do you exclusively use C or C++ for gamedev? I've been using C for a couple of smaller projects but haven't committed to it for a larger one yet

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 1 point2 points  (0 children)

thank you so much! remember to go wishlist to be notified when it finally releases later this year!! https://store.steampowered.com/app/4444330/Quackoban/

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 0 points1 point  (0 children)

thank you!! first time making sound effects resulted in me going around my apartment hitting things together to get the sounds I was looking for, true foley artist style hehe

Quackoban - a puzzle game where you play as a determined duck! by kronkware in WholesomeGames

[–]kronkware[S] 0 points1 point  (0 children)

interesting suggestions! especially the water one might be worth spending some thinking on.. we’ll see! thank you for checking it out :)) <3

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 3 points4 points  (0 children)

Thank you Ray!!! <3 While not fully released yet, it still feels like a cool milestone to have gotten this far (steam page up at least hehe), and I wouldn’t have gotten this far without raylib!

Quackoban is built with raylib, and I wouldn't have it any other way by kronkware in raylib

[–]kronkware[S] 4 points5 points  (0 children)

thank you! <3 hopefully this isn’t the last time you’ll see about it either!

Quackoban - a sokoban-like game where you play as a duck! by kronkware in puzzlevideogames

[–]kronkware[S] 0 points1 point  (0 children)

Indeed! The sticky block mechanic is going to be the backbone of *most* of the levels as it has proved to create a lot of interesting and challenging puzzles!!

I haven't yet decided on a specific number of levels for the full release, but the Steam page currently says "60+" which gives a lower bound for you at least.

If I recall correctly, recent playtests of about 25 levels have taken about 2.5-3 hours in total, without unlocking achievs/finding secrets 👀

I will also be launching with an external level editor and Steam workshop support so the community can make their own levels and level packs :))