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Quacklands

An incremental management game about growing a duck colony and guiding their migration. Draw from a randomly refreshed tile hand, place tiles to grow your flock, manage resources, and steer ducks past fire spirits toward the Golden Land.

Overview

Quacklands is an incremental management game about growing a duck colony and guiding their migration, completed as a Major Studio Fall 2025 submission and playable directly in browser. Players draw from a randomly refreshed tile hand, placing functional tiles to trigger egg-laying, bread production, and resource gathering, while steering their flock away from fire spirits that eliminate ducks on contact. The game embraces a wacky, cute, deliberately unserious tone — much like the ducks themselves. I led the concept and was responsible for programming the tile placement system, flock reproduction logic, and the randomized tile hand system.

Demo Video

Watch on YouTube

Problems Addressed

  • Indirect flock control legibility: Players cannot directly control individual ducks and must influence group behavior through tiles and crumbs — the cause-effect relationship needed to be immediately readable.
  • Reproduction pacing: Egg-laying and growth rates needed to match map resource density and fire spirit threat levels, preventing runaway growth or resource starvation stalls.
  • Tile hand randomization: The randomly refreshed tile hand needed to balance unpredictability with playability, avoiding degenerate states where all drawn tiles are situationally useless.
  • Multi-tile behavior differentiation: Six tile types — Nest, Bread Farm, Crumb Grass, Campfire, Branches, and Flaming Duck — each with distinct trigger logic, required a unified system managing meaningfully different behaviors.
  • Browser-side entity scale: Growing flock sizes required efficient entity management to maintain playable frame rates in HTML5.

Solution & Implementation

  • Tile placement system: Implemented placement and trigger logic for six functional tile types. Nest enables egg-laying reproduction; Bread Farm produces bread resources; Crumb Grass scatters ground crumbs to attract ducks; Campfire and Flaming Duck act as hazards; Branches function as a first-level nest structure.
  • Flock reproduction logic: Designed and implemented egg-laying condition checks and hatch timers. Flock size grows dynamically based on tile coverage and resource availability, with a rate cap to prevent entity count explosion in HTML5.
  • Weighted random tile hand system: Implemented weighted random draws from the tile pool, with players selecting tiles from a refreshed hand each turn. Weight tuning ensures each hand contains at least one actionable tile while retaining sufficient variance to create meaningful decision pressure and replayability.
  • Crumb-drop guidance: Right-click crumb dropping provides immediate flock redirection as a direct emergency control tool when fire spirits approach.
  • Iterative design process: The game went through multiple mechanic iterations, progressively defining the six tile types' roles and interaction logic to reach a playable version within the course timeline.

Tech Stack

  • Engine: Godot
  • Language: GDScript
  • Platform: HTML5 (browser-playable)
  • Version Control: TBD

Key Features

  • Six functional tile types: Nest, Bread Farm, Crumb Grass, Campfire, Branches, Flaming Duck
  • Weighted random tile hand refresh with player-driven placement choice
  • Dynamic flock reproduction and population growth (with rate cap)
  • Real-time crumb-drop guidance
  • Fire spirit hazard entities that eliminate ducks on contact
  • Area navigation objective (the Golden Land)
  • Map navigation and zoom (WASD + QE)

Challenges & Tradeoffs

  • Unified management of six tile types: Significant variation in trigger logic across tile types required a flexible tile system architecture that avoided code duplication while remaining extensible for new types.
  • Tile hand randomness vs. playability: A randomly refreshed tile hand risks consecutive draws of situationally useless tiles, stalling gameplay. A weighted draw system ensures each hand contains at least one actionable tile while retaining enough variance to create meaningful decision pressure.
  • Teaching indirect control intuitively: First-time players struggled to predict duck responses to tile placement; visual feedback was used to reduce the learning curve without relying on tutorial text.

Results & Impact

The game was released on itch.io on December 19, 2025 as a Major Studio Fall 2025 submission and is publicly playable. It received player comments post-launch with a positive, lighthearted community reception.

Next Steps

  • Improve flock pathfinding to reduce instances of ducks getting stuck on complex terrain.
  • Add more tile types and island events to deepen incremental management strategic variety.
  • Optimize HTML5 entity rendering to support larger flock sizes without frame rate loss.