EMPLOYEE INSTRUCTIONS. (controls)

W.A.S.D - Movement

E - Interaction, make sure to line up properly first.

For a better pay rate, turn on more conveyors.  Additionally, the amount of ducks allotted to every conveyor can be increased in the control room.

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Background

Incident report 1147 Board meeting transcript. This is a transcript detailing the executive board meeting which aims to propose a permanent solution to issues brought up in incident report 1147. It has been duly noted that due to the inherent risks connected to the new ‘Ditsy Duck’ product, all units are to be prohibited from shipping out to end users and retail stores. The apparent risks to the long term image of Dafty Toys Inc prove to be greater than the potential increase in profits. Notable risks include, rated by severity. 1. - Government fines (Negligible)

2. - Injury & loss of company personnel & third party employees. (Mild)

3. - Loss of products due to consumer theft. (Mild)

4. - Damage of production equipment & transportation. (Moderate)

5. - Settlements to reimburse clients for damage & trauma. (Moderate)

6. - Negative publicity ultimately leading to a decrease in customer sales. (Severe) Issues summarized from report 1147

This is why we run test lines for new products. Even with such an unfortunately promising product. The novelty of a duck that moves and plays without needing sustenance, battery power, expensive components. Whilst still retaining that telltale rubber ducky shape & texture Dafty Toys Inc is famous for. Regrettably, it appears that the spirits of passed ducks appear to be especially vengeful and powerful in larger numbers. Whilst smaller batches showed exciting results, manifestations of greater evil quickly became too much to handle. However, fortunately, we’ve only lost our current night-shift and were able to dispose of every single faulty duck before they managed to ship. But in an equal stroke of bad luck, it seems a pet mouse which formerly belonged to the now passed employee. ‘Douglas mckentail’ Has gained greater sentience, and has stated malevolent intent, copying our ‘Ditsy Ducks’. After which the little bugger escaped. We can’t determine the source, but new faulty ducks keep on appearing on the conveyor belt anyways. The factory should be shut down until they are dealt with. Following transcript describes the final solution to be accepted. The factory is to be kept running. Further loss of personnel is acceptable, the possibility of more information about the incident leaking out, and lower profits is not. Expensive automation is to be installed immediately in order to operate with as small of a staff as possible to minimize further risks. Machines lack souls, they can’t seem to tell the difference between an evil duck, and a normal one anyways. A point system is to be instigated. We cannot risk shipping too many bad ones, there’s only so much tragedy that can be covered up. If an employee misses too many ducks, they are to be terminated immediately.


Credits:

Programming - VKChiuselli, h-dragon

Art - doodlefuncion

Writing - Ketraiski

Audio - elrick

StatusReleased
PlatformsHTML5
Rating
Rated 1.0 out of 5 stars
(1 total ratings)
AuthorsVKChiuselli, Making Dragons, elrick, Ketraiski, doodlefunction
GenreStrategy
Tags3D, ducks, factory, Horror, Management

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DuckDeliveroo.zip 132 MB

Comments

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Aha our rival rubber duck game! We couldn't have more different moods XD

I love the deeply sinister feel of yours. The narration/tanoy instructions were great, gave me portal vibes, and the 'bad ducks' were just... horrifying. 'What SCP is this?' 

Honestly this was great. I don't know if I was missing something though, I played for a while and accidentally let a lot of bad ducks through, but nothing seemed to happen as a result. Maybe I got impatient? Don't get me wrong, the anticipation was creepy enough, but I just wanna know if I missed out on something!

Genuinely, really impressed with what you've achieved - I can really get the subtle atmosphere, the uneasiness and uncertainty of 'what will I need to hide from, why might the lights stop working?' really worked.

I think y'all should be really proud of this actually - it's a shame other folks had a bad experience but I loved it XD

Thanks so much! We had intended to have more features, such as belts deactivating randomly, lights switching off and bad ducks you missed chasing you around the factory, but we weren't able to commit as much time to it as we'd hoped for various reasons, so they had to be cut. Really glad you enjoyed the atmosphere of the game though!

I feel like I've missed a lot of what's going on in this game because I can't really understand the audio. Subtitles would have been helpful, especially since there is distortion on the voice.

The music is ominous and the setting is grim, so there is nice thematic cohesion.

The gameplay is confusing and I again feel like I'm missing something. I played for several minutes, but only saw two ducks, which were very hard to pick up. I ended up jumping on the conveyer and pushing them to the ground and it still took me a very long time to get the "E" button to work. After that, the duck fell on me from the ceiling. I think feedback on a successful use of E would help a bit, as would making the ducks easier to pick up.

It's unclear what to do with them after they are picked up.

Art is nice and duck physics are fun, I enjoyed pushing them around and knocking them over :D

I think you gotta click the mouse button to collect, and right mouse button to drop! The 'E' is for turning the conveyors on/off?

Hmm, controls were really unclear. A better tutorial would have helped a lot. I do think my issues with processing auditory input were a big factor, I really just couldn't understand anything that was being said without subtitles. I was just going off the controls listed in the game description on its itch page.

Thanks for the feedback, it's really appreciated, and really sorry you had trouble with the audio. I'd considered adding subtitles, but unfortunately there just wasn't enough time to implement them. I'll try to at least include a transcript of any dialogue next time.

(6 edits)

Totally makes sense! Was a great concept overall, just not as accessible as needed. I have some issues with audio: I have trouble understanding words without subtitles, but i am an outlier in terms of audience. Your game frustrated me a lot but I imagine most users won't have auditory processing issues. As someone who's dealt with this for years, I really suggest including subtitles or avoiding audio cues altogether if you can't include alternative text. Forcing progression based on hearing something is quite abelist. Not everyone can hear or understand what they hear without subtitles. For that reason, I really didn't like your game. It made me feel deficient.

It's awesome that you achieved such an ominous vibe out of a benign premise! I enjoyed figuring out the controls to the factory, though I couldn't manage to get the 3rd belt running, so it was a bit too easy to stay on top of the evil duck spawns. Would love to see an expanded version with additional chaos!

Thank you so much

Review Time!

This game has a funny premise, with a surprisingly grim execution, and this is something I can appreciate. With that said, this has to be the most uneventful game I've played so far in this Game Jam.

There's no reason to why you wouldn't keep both conveyor belts activated, since spotting bad ducks is extremely easy due to they literally shining, and the conveyor belt carries the ducks in a very slow pace, easily allowing you to take care of both conveyors with no challenge at all. So I really don't see why you would need to activate the second conveyor belt on your own.

Besides picking up bad ducks, there's absolutely nothing else to do, and this can become extremely tedious. There could be ways to make the experience slightly more interesting: you could have made so the player *has* to discard the bad ducks in some trash compactor, or else they will follow you and kill you after a while. You could have made so the conveyor belt start moving on its own, forcing you to turn it on once in a while. Anything that could at least keep you busy, you know?

You have a time limit of 1000 seconds. That's 16 minutes. Sixteen minutes of doing nothing besides occasionally picking ducks. The experience could have definitely been made more interesting by adding a few extra tasks.

The only compliment I could really give to this game besides the wacky premise, is the fact the room you're in is very realistic (in terms of functionality and layout, not graphics) and claustrophobic, which is a bummer because you only need to interact with, like, 10% of the room.

Game Jams are a learning experience for everyone, and I hope you get out of it with a positive mindset. There's always a tomorrow to make something better, but it all starts with taking criticism.

(1 edit)

Oh yeah, I didn't get around to updating the description yet. But you can increase the amount of ducks that get put on the conveyor belt in the control room. We didn't get around to setting proper difficulty presets, but some stuff is configurable ingame to offer a bigger challenge.

There is also three conveyor belts to active, not just two. There was the idea to have them activate/deactivate randomly, but no time to implement it either.

Thank you so much for the feedback! The time limit is 1000 seconds but the game can end in 3 minutes if you active all 3 conveyor belt and increase the spawn rate for the ducks to 0.3 seconds. We created an enemy patrol (a big duck) but we had to cut off because the the other developer had to study for school and we didn't want to put something with potential bug because we didn't test it

It seems this game was severely harmed by time restraints. I'm not going to hold this against you. I wish the team luck on your next jams.

yeah, the coders worked like 4-5 days over the 14 avaiable ;D the 3d artist worked hard 2 weeks but she had some problem to interact with unity (even to install took us 3 days). Anyway thanks for the review!