A game about a duck who pewps on people for revenge. Coming to PC/Mac/Linux and Wii U.
About this project
Before we get into it, please enjoy the free browser-based demo of the game as you mull things over.
Captain Quack is also on Steam Greenlight. Help him out by voting yes!
Right, then. LET'S GET QUACKING!
Captain Quack: I Pity the Stool is a ridiculous combination of point-and-click-esque puzzle solving goodness and intense arcade-shooter action. You're a duck. You're out for revenge. You pewp on stuff.
Cornelius Quack once lived a peaceful life within the Parklands, until the world around him evolved. With civilizations and industry came pollution, which corrupted Quack's precious pond and killed the ones he loved.
Now Quack wants only one thing -- revenge. Revenge on anything and everything that stands in the way of his quest to bring those responsible to justice, through a storm of stool.
The gameplay isn't quite fashioned after any particular genre or successful title before it, and is broken up into two phases.
First off is cloud mode. While in cloud mode, Quack is invisible to the world and its inhabitants. This gives the player the opportunity to interact with both the environment and your target enemy, with the goal of exposing their weakness before jumping into the second phase...
... which is dubbed attack mode. In this mode, Quack is no longer invisible and with the help of his trusty hovercraft, he can use a variety of different attacks and abilities to bring a storm of stool to his enemy.
- Help Quack on his stool-fueled expedition across five diverse areas of the world: The Parklands, Sun Nova Beach, Bona Fide Countryside, Synchrono City, and Sludge Works Inc.
- Over 25 unique encounters
- Various attacks and abilities to achieve
- Hidden costumes and hovercrafts for Quack to unlock
- Secret areas to discover, each with their own set of encounters and bosses
- Perfect your speed and accuracy as you fight for high scores
- Dumb micro mini-games derived from my favorite NES classics
- All original music inspired by the wonderful soundtracks of Mario, Kirby, Sonic, Blaster Master, Mega Man, and more
The gameplay of Quack revolves around the ability to use either a keyboard and mouse, or a touch screen. With this in mind, and along with the fact that I’ve always been an avid Nintendo and PC gaming fan, my intent is to only bring the game to Wii U/PC/Mac/Linux.
Never say never, of course. If I can find a comfortable way to bring the game to other platforms without sacrificing anything down the road, I certainly wouldn’t pass up the opportunity.
Hi there! I'm Grant Potter. I'm the sole developer of this game and am responsible for everything in it, for better or for worse.
I'm a married student living in the small college town of Logan, Utah, with my wife and our six furry babies (five cats, one dog). We both are in school and we both work day jobs. I've been able to slowly develop this game to this point, with the huge support of my wife, in my free time, weekends, and holidays.
Work on this game stems back way to my youth as a teenager in Jr. High School. I would screw around on what was then called Macromedia Flash, and made a simple dumb game where you play a duck, click enemy weak-points, and proceed to pewp on them.
Through the years I've slowly fleshed out ideas to expand the game in my head and have recently been blessed with the tools and support necessary to put those ideas into an actual game, albeit slowly. That's where this campaign (hopefully) comes in.
There are a slew of rewards available to backers, both physical and digital. Let's first take a look at the physical.
The backer-only Gildan Softstyle 100% cotton unisex t-shirt comes in Irish Green color, with sizes S – 2XL.
The backer-only matte finished sticker set comes with three stickers, two 2x2, and one 3.5x2.
The backer-only gloss finished button set comes with three buttons, all of which are 1.5”.
And now for the digital rewards…
Interactive Object Special: There are many interactive objects scattered throughout Quack’s world. Some of these play a role in unlockables, some are merely for amusement. With this reward, I’ll work with you and design an object based on your idea, and stick it in the game.
Witty Dialogue Special: All of the encounters in the game feature dialogue between Quack and the enemy. The dialogue is randomized in such a way that every time you play a level, the dialogue could be a number of different things. If you back this tier, I’ll work with you and implement dialogue that you supply for a specific enemy (which I’ll reveal to you when appropriate).
The dialogue includes lines for: introduction, attack mode transition, and defeat.
Gimme Some Skin Special: The game features a number of unlockable costumes to unlock. If you back this tier, I will work with you and design an unlockable costume for Quack to use, based on your idea.
Ship it on Out Special: Just like with the unlockable costumes in the game, there are also unlockable hoverships for Quack to use. These hoverships are purely cosmetic. If you back this tier, I will work with you and design an unlockable hovership for Quack to use, based on your idea.
Get in the Game Special: The game will feature hidden areas to discover, which hold new encounters/levels for Quack to overcome. This tier gives you the opportunity to put YOURSELF in the game as the enemy for one of those levels. If you back this tier, I will work with you and design an encounter/level based on either your likeness, or your idea (whichever you prefer).
With this tier, you also have the opportunity to supply the dialogue for your character.
Be the Boss Special: Just like the Get in the Game Special, the Be the Boss Special gives you the opportunity to put YOURSELF in the game, only as the end boss in one of the hidden areas of the game. Bosses differ from normal encounters/levels, in that it’s purely intense action, with different “phases” of the encounter. It’s basically a bigger, harder version of a normal level. If you back this tier, I will work with you and design a boss based on either your likeness, or your idea (whichever you prefer).
With this tier, you also have the opportunity to supply the dialogue for your character.
The game features a lot of music. Listen to a small sample of the OST.
Parklands #1
Parklands #2
Parklands #3
Parklands Panic
Parklands Boss
Sun Nova #1
Sun Nova #2
Bona Fide #1
Bona Fide #2
Main Theme
Tutorial Theme
Should this campaign be successfully funded, the majority of the proceeds will go to supporting me and my family while I develop the game. Without the burden of a day job I will be able to devote all of my time and energy to making Quack better and in a timely manner.
Funding will also go to the appropriate fees, taxes, reward production costs, licensing and advertisement.
- #1 - $7500: Interactive World Map (ala Super Mario World)
- #2 - $10,000: Hand Drawn Character Cutscenes (ala Punch Out!!)
- #3 - $15,000: ??????
First, let me thank you for even taking the time to get as far as to read this message. Second, let me thank you for your support. Without the prospect of making something that both I and other people would actually enjoy, there's very little reason to do it in the first place.
If you do indeed offer me your support, I will offer you everything I can to make Quack the dumbest and most enjoyable experience possible. Thanks.
DOWNLOAD THE FREE DEMO AND GIVE IT A SHOT!(Note: if you are prompted that the installer is from an unknown publisher, bypass it to install. I promise it's safe :))
Our Steam Greenlight campaign is also live! Check it out and help us get on Steam!
Risks and challenges
The big risk that everyone is probably worried about is... will the game end up being made even after it's been funded? There's been some controversial game campaigns run before, sure. The difference between many of those and this one is that I'm the only team member. I will see this project through to the very end, with or without campaign support. I know what I'm capable of creating and implementing, and am only promising the things that I know that I can do.
I've already overcome any of the challenges that I foresaw with development and the mechanics I want to implement. The scope of the game isn't too ambitious to undertake, and it's development isn't reliant on funding or finding a publisher.
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Have a question? If the info above doesn't help, you can ask the project creator directly.
Rewards
Funding period
- (30 days)