Quack #1 – Early Insight

Since Quack has been essentially been rebooted, I’m going to consider this post the first post regarding it!

At the moment I have nothing visual to offer, but I wanted to take a quick moment to discuss the current outline for the game and what it will have in store.

Story
The game takes place on an island, which was once peacefully inhabited by various animal creature humanoids. At some point, an unknown human traveler invades the area and establishes his own mechanical humanoid kingdom (he’s never been good with actual people, so he made his own so they can’t so no to being his friend).

Years later, the mechanical folks are overtaking the animals, and attempting to capture them for their own experimental use and oppression. This is where our story begins — with Cornelius Quack teaming up with Mr. Stumpz (the tech savvy genius beaver) in order to save his family and fellow animal inhabitants. So yeah, it’s basically Sonic + Mega Man.

Gameplay
The gameplay will hold true to the original vision, with the majority of the game being a series of levels consisting of part puzzle solving and part boss-like encounter. Right now, I’m planning on a total of 23 main levels/encounters, plus a slew of secret goodies. Additionally, things like Boss Rush Mode, Wave/Horde Mode, a Crafting/Gear Progression system will be in place. The ultimate goal is to keep the gameplay tight and polished, while packing as much variety of fun things to do that would realistically fit the game and my resources.

Platforms & Release
My goal is to bring it to PC/Mac/Linux, available via a variety of marketplaces, as well as the Nintendo Switch. Mobile release might be feasible, if I can make the game control as I’d like it to without compromising the experience.

We’ll see where development goes from here in the weeks ahead, I’ll continue to offer updates or insight into the process. It may start as more descriptive and conceptual before moving into showing demos and in-game assets. Until next time!

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