Duck Duck Die
Oct 12 2025 Update
I had a lot of fun making this, but seeing as I've made no effort to do anything with it and it's had zero players in the last 30 days, I can't justify continuing to pay for the multiplayer server hosting. At some point I may push an update to allow this to work with direct IP connections, but until then the game will be down indefinitely.
Join with friends or play by yourself against the timer.
Joining over the internet should work for most people, but some VPNs and firewall setups may cause connection issues. The game is using WebRTC and STUN to offer some basic NAT traversal to allow players to connect with each other.
The game supports both keyboard/mouse and controllers, but the controller support is largely up to your browser.
Made for the Indie Den Godot Game Jam, September 2025.
Change Log:
v0.0.3 - Sep 18 2025:
- Enhancements:
- Added lobby browser and the ability to create named and/or private lobbies.
- Public lobbies can be clicked to join from the lobbies window
- Private lobbies must be joined using the "join code" from the host
- Lobby size capped to seven total players, including the host.
- Added error handling and UI components to provide better feedback when network errors occur
- Tweaked various settings to improve game feel/responsiveness (this needs further testing and tuning)
- Added lobby browser and the ability to create named and/or private lobbies.
- Bug Fixes:
- Fixed music loop issue and sound effects not playing as expected
- Fixed bug causing players to get stuck at a black screen instead of going back to the lobby
- Corrected Goose ability so that it correctly pushes impacted players
- Fixed game-breaking bug when too many players join the same lobby. Players will now see a message that the lobby is full when joining a full lobby.
- Fixed several issues with level loading that could cause players to get stuck on a black screen
- Fixed issues caused by lobby host disconnections not being handled correctly
Known issues as of 9/18:
Animations for the Goose are busted. I'm an idiot.Fixed with update on 9/4 with approval from Ethan (just the Goose, not the "I'm an idiot" part)There's something wrong with the music that causes it to loop on top of itself, but not in sync. If this happens you can mute the music in the settings menu (P key > Settings)***Fixed in v0.0.3 on Sep 18Sound effects aren't playing as expected or at all for some assets in the game.***Fixed in v0.0.3 on Sep 18Some situations can cause the game not to move back to the lobby as expected. This will be fixed in a post-jam update, but should you find yourself stuck you'll have to either exit using the menu ("P" key) or reload the game.***Fixed in v0.0.3 on Sep 18Physics/movement is floaty and needs tuning***Fixed in v0.0.3 on Sep 18There's no feedback when there's an error joining a lobby. It just sits and doesn't actually tell you there was a problem. See my above statement about being an idiot. ***Fixed in v0.0.3 on Sep 18
Goose honk ability not being correctly applied depending on angle of impact with duck***Fixed in v0.0.3 on Sep 18- General balancing and level improvements
Please let me know if you see any other issues or bugs.
Updated | 9 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | oxycleanman |
Genre | Platformer |
Made with | Blender, Godot, Inkscape, Audacity |
Tags | 3D Platformer, Animals, Multiplayer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any) |
Multiplayer | Ad-hoc networked multiplayer |
Comments
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Well done! The audio is fun, the shaderlooks really nice and the camera pan at the beginning of each level is a nice touch :D
Ok first of all, 100% the creeper goose at the window was development time well spent.
Secondly, I love the style of this! Took a little while to get the hang of it in single-player mode, I definitely still need more practise, but it should be enough experience to beat my husband in multiplayer when he gets off work and can join me :D
Thank you so much for playing! Please let me know how the multiplayer experience goes. It will work over the internet, but since it's just facilitating a connection between the host and clients, it will still allow local multiplayer on the same network as well (which is how I did most of my testing). This does mean that it has to go out on the internet for the initial connection setup, but all traffic after that flows between host/clients directly and will stay on the local network if that's where everyone is. I plan on adding a way to directly connect to local peers without needing the internet at all once the jam ends and I can make updates.