Gameplay

You play as a duck that can't swim. You need to get to the other side where the grass is greener! Or is it? Push the rocks into the water and you will create your path to victory.

Controls

TAB - Switch to EDITOR MODE

WASD - to move around

R - Restart

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Controls - EDITOR MODE

0-5 - change Tile Type to paint

Left Click - Paint Active Tile Type

The Android Version is the old V0.02, if you want to play with editor mode use web version.

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26 Aug 2022 - Added transition fade between levels. Level numbers are now displayed correctly. Fixed issue where player/Balls go out of bounds. Tweeked watersplash to be more realistic, but still need to make some changes. Added particle effect for colliding stones. Added vingrette post processing. V0.08

25 Aug 2022 - Added minimap for each level in the loading list. Levels are loaded in async and should not cause lag when entering loading screen. Refactored the code for player movement as well as for the ball movement. Made it alot easier and removed the physics entirely. It is all driven by code now. I'm not sure your saves will persist between different updates of the game though. EDIT: Had some trouble getting the custom maps to show up in the load list but should be fixed now. V0.07

23 Aug 2022 - After alot of struggle with saving I finally have something that works for WebGL. Started out by Using JSON files to store and load levels through StreamingAssets and PersistantPath and got it working on desktop. Apparently it did not work on WebGL for security reasons. Changed to using the UnityWebRequest system instead which I was able to get to work but there were no way to list all the items in the folders and when it came down to saving there were no easy fix unless using third party servers or javascript files and even then I wasn't sure I would get it to work. Then I turned towards the Playerprefs system which I rejected because it can only store basic types like int, float and strings. Then I realized the solution. I had to first use the JSON tool to serialize the 2D array which results in a string. Instead of using this string to save to JSON file I can use it to store to Playerprefs. So Finally I got a version where you can load all main levels that I provide as well as store your own creations and they should persist on next log in. You can now use SAVE/LOAD again!  V0.06

22 Aug 2022 - Saving and loading system implemented for WebGL version. Added UI that lists all Main levels and also your own creations. Main Game levels turn up Red in the loading list and your own turn up white. You can not overwrite the main ones but you can save them as copies modified if you like. Saving uses JSON files. (Apparently the JSON does not work on the WebGL version, need to look into this later. As for now don't use the SAVE/LOAD features it will break the game.) Added some more sounds for clearing levels and splash. Refined the water splash animation. Changed Colors and textures for several tiles. V0.05

19 Aug 2022 - Picked Up this project again briefly - Rewrote the level storing method because I want to transfer it to using JSON files for all the levels. Also created an edit mode which you can reach by pressing TAB. In that mode which is highly experimental you can use 0-5 to change between different tiles and paint directly on the level with left click. R resets level to whats stored, and you can play and paint at the same time. T travels to next level. E no longer spawns stones randomly. Later on I plan to make the levels created save to JSON and then be able to rearrange them to make up the level-base for the entire game. So its basically my creation tool for the game, but its available for you as well :)
I created an extended UI for loading and saving levels as JSON files as well as fixed some more explanatory text. V0.04

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Background:

This is a game that I originally made as my project following the Unity Creative Core Pathway. It became somewhat of a basic demo then and I wanted to rework some of the code since Ive learned alot of better coding practices since then. I also aimed to port it as an Android game since thats something I've never done before . I made that one of the main goal with this Jam which also is my first one since picking up Unity and C# in beginning of february 2022. Therefor there is both a WebGL version as well as an apk file to load up the game on Android devices. I still think there is alot to work on when it comes to improving level design, sound and graphics.   

Download

Download
DuckCantSwim_ANDROID.apk 32 MB

Development log

Comments

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(2 edits)

I’m a sucker for Sokoban type games and I like the concept of this one a lot. :)

I got stuck on level 2 by accidentally hitting R to reset before making any moves – it just spawned more rocks for some reason until I was trapped.

Edit: No, wait, it happens when I press ‘E’.

(+1)

Yeah, Enygmatic found my leftover tool during the jam voting as well :) Thanks for trying out my other games and not only the current jam title :) I havent noticed it breaks the game until now.