
A fast-paced 2D precision platformer with a ZX Spectrum aesthetic. And a duck!
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Languages: English
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
QUICKLY, QUACKLEY! REVIEW QQ (Quickly, Quackley!) really is the shovel knight of the ZX spectrum, the aesthetic feels like I could be playing the game on the ZX spectrum. The levels challenge you in a way that really makes you celebrate when you reach the interview in time. Each level feels unique and some have multiple routes if you decide to speed-run the game! The movement feels precise and nice to control making it good to play. The story has humour that cools you down before the next world. The music is incredible and doesn't get repetitive. Really good stuff all around, if you are thinking about purchasing I give a thumbs up that it's a fun precision platformer. (Update: Nominated game of the year by me!)
Fast-paced and challenging platformer with some tight controls and lovely ZX Spectrum aesthetic that makes me nostalgic for a system I never owned. Perfect for speedrunners!
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bloody love it. Really really fun and a really good difficulty. The soundtrack and art are awesome and has a tonne of personality. Does a really good job of being tough as hell but always being clear what you need to do to progress as well as feeling familiar but having a unique feel to the gameplay. Update after finish it - This was a brilliant game. Really hard but I never felt cheated, every death was my fault and I knew why I died and how i could do better. Really really good level design and Quackly felt great to control. SO much charm loved it
Go fast eat ass.
A short, fast masochistic platformer that tickled me more with its radioactive pixels and energetic frame story -- i.e., an illiterate speed-demon duck racing to a series of increasingly ridiculous job interviews -- than its [i]perfectly adequate[/i] platforming. However, the three-something I paid was fully worth the price of admission to the story mode. I can see myself playing through again. (Almost forgot! The theme of the first world reminded me so much of Kiss' "I Was Made for Lovin' You"-- found myself singing it all throughout the game.)
Great precision platformer with tons of charm. Well worth more than the asking price. Captures the spirit (& difficulty) of the 80's micro computer scene perfectly
A nice fast-paced platformer. I enjoyed it a lot. But some levels were maybe a bit too frustrating, but overall I'd recommend this game to anyone that enjoys platformers and funny stories.
It's a good game. Quackley feels great to control. As someone who's obsessed with movement, the curve of the jump is amazing in this game. You do fall really fast, which makes for a lot of challenge when you have to dash through a small opening, but that's also part of what makes it satisfying. This curve is emphasized by the adorable squash and stretch that makes Quackley look squishy (in a good way). The only specific complaint that I have about the movement is that you can't stomp from wall sliding, but that seems intentional, and it's probably just a personal taste thing. The game is really hard (5-2, the bane of my existence), but it's also beatable. As someone who's relatively bad at video games, I spent a good 3.5 hours beating it. If the time limit is too stressful for you, you can always use practice mode to remove it. One thing that really stood out to me is that there's a water world, and it's good. The music is really nice, and the controls are actually good. It's a nice break after the timing hell of world 5. The art is great, I love that aesthetic even though I've never had a ZX Spectrum. The colors are vibrant without making the screen sickeningly saturated, somehow, and if you don't like them you can always switch to the monochrome mode. The music is not the kind of music I would listen to, but it's good. As always, Jay makes music that stands out from a harmonic standpoint: a lot of weird chords, but they really work and feel like they were meant to be there. Overall, I'd recommend this game if you like fast paced precision platformers. Can't wait to see what Jay does next.
I do recommend this game ... but these negatives can't really go left unsaid and as such I'm marking this review as negative. On the positive side there isn't much to say that isn't immediately obvious from the store page. It was exactly what I needed when I bought it. On the negative front however, boy do I have a lot to say. [u]Flashing Lights:[/u] There's an option in the menu to turn off the flashing rainbow lights for people with epilepsy ... however it doesn't turn off the flashing lights upon death. This may be an issue for people with photosensitive epilepsy but even for me I don't appreciate getting blinded once every 12 seconds. (photosensitive epilepsy only makes up ~3% of cases according to google ... the more you know) [u]Controls:[/u] The controls have issues. Jumps don't register if you press the button 0.001 seconds or more before you hit the ground. The "dash down" option requires you press both down and dash but you need to press the down key significantly before the dash key or else it'd send you flying in the wrong direction. There was a third issue with the controls but I forgot what it was. [u]Challenge Types:[/u] There's a lot of "precise timing" obstacles (as opposed to "precise movement"). I don't like those. [u]Length:[/u] As with everything I ever play it overstayed it's welcome by about 20% of the runtime.
Fun little speedrunning platformer where you play as a zoomy duck. It is not a very long game, but if you're into speedrunning, there's lots of potential here to work on your times. Visuals and sounds are nice, and there's some decent variety between worlds. The light story also compliments the gameplay. Worth a try; good way to spend a few hours :D
Momentum
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