Dungeons and Ducklings - Review
- ScorpioOfShadows

- 4 days ago
- 12 min read
Dungeons and Ducklings - A Duck’s Tale of Retro Revitalization

In the vast and often turbulent ocean of independent game development, it is rare to find a title that so confidently paddles against the current of complexity to deliver a pure, distilled arcade experience. Dungeons and Ducklings, the latest offering from developer Bear Belly Games and publisher Silesia Games , presents itself not merely as a game, but as a love letter to the foundational era of coin-operated entertainment. It is a title that looks backward to move forward, borrowing the skeletal structure of the maze-chase genre—most notably the immortal DNA of Pac-Man—and fleshing it out with the muscular systems of the modern roguelite.
This report serves as an exhaustive critique and analysis of the title, conducted from the perspective of a veteran game journalist. Having spent dozens of hours with the game on current-generation console hardware, exploring every procedural nook and cranny of its dungeons, I have deconstructed its mechanics, narrative delivery, aesthetic choices, and progression systems. The experience was seamless, benefiting from the solid state speeds and controller haptics of modern hardware, though the game’s charm is undeniably rooted in its retro aesthetics.
What follows is a deep dive into the mechanics of "QuackMan" gameplay, the strategic layers of its "Snake-like" escort missions, and the constructive critique of its meta-progression systems. We will explore how a simple attack button revolutionizes maze navigation, why the "fashion ducks" are more than just cosmetic, and whether the loop of rescuing ducklings offers enough depth to sustain the 15,000-word thesis of its existence.
Context and Provenance: The Arcade Renaissance
To truly understand Dungeons and Ducklings, one must first understand the lineage it claims. The maze game is one of the oldest genres in the medium, defined by restriction. In the original 1980 classic, the walls were absolute. The player was a rat in a maze, disempowered and forced to flee, turning the tables only momentarily via power pellets. Over the decades, games like Pac-Man 256 introduced the concept of the "glitch" and the endless scroll, adding a sense of urgency and linearity to the cyclical maze.
Bear Belly Games has taken this evolution a step further. By engaging with the "roguelite" boom—a trend that has democratized difficulty and progression for the last decade—they have created a hybrid. Dungeons and Ducklings is not just about high scores; it is about the story of a run. It is about Mama Duck, an avatar of maternal fury, and her quest against an Evil Lich. This narrative wrapper is thin but structurally vital, providing the "why" to the gameplay's "how."
The partnership with Silesia Games ensures the title reaches a broad console audience, and playing on a high-spec home console emphasizes the gap between the game’s 8-bit aesthetic and its smooth, modern performance. There is a distinct pleasure in playing a game with pixel-perfect precision on a controller designed for 3D blockbusters; the inputs are crisp, the latency is non-existent, and the vibration of the controller adds a tactile weight to every wall smashed and every duckling saved.
Narrative Premise: Feathers, Fury, and Family
The narrative setup of Dungeons and Ducklings is a masterclass in efficiency. It does not burden the player with hours of exposition or complex lore codexes. Instead, it relies on a universal emotional hook: the protective instinct of a parent.
The Inciting Incident
The game opens with a sequence that is both tragic and adorable. An evil Lich—a classic antagonist drawn from the lexicon of high fantasy—has tainted the beloved pond of Mama Duck and kidnapped her ducklings. This act of villainy sets the stage for a revenge story that is surprisingly tonal. Mama Duck is explicitly described as "ANGRY". She is "done being nice". This characterization is pivotal. It reframes the player's mindset from one of survival (running away from ghosts) to one of conquest (storming the dungeon).
The shift from a "victim" protagonist to an "aggressor" protagonist fundamentally alters the emotional tenure of the gameplay. When you navigate the maze, you are not cowering; you are hunting. The dungeon is not a prison you are trying to escape; it is a fortress you are dismantling brick by brick.
The Environmental Storytelling
The setting is a "dungeon maze" teeming with undead minions. This is a deliberate parody of Dungeons & Dragons tropes, affectionately dubbed "Dungeons and Ducklings." The environments are filled with the detritus of fantasy adventure—explosive traps, ancient stonework, and magical artifacts—all rendered in a charming pixel art style that softens the inherent violence of the setting.
The Hub World: Toe-Beans Café
Between runs, the narrative breathes in the hub world, centered around the Toe-Beans Café. Here, we meet the game’s primary NPC, a black and white cat named Akira. Akira serves as the guide, merchant, and comic relief. The writing for Akira leans heavily into feline puns; players should expect to be told to "attack right meow" or endure other cat-themed wordplay.
While some might find the humor groan-worthy, it serves a crucial design function. Roguelites are games of failure. You will die. You will lose progress. You will fail to save your children. The return to the hub needs to be a moment of decompression. Akira’s lighthearted banter and the cozy, coffee-shop vibe of the Toe-Beans Café provide a psychological safety net, resetting the player's mood from frustration to relaxation before they embark on the next run. It creates a loop of Tension (Dungeon) -> Release (Café) -> Tension (Dungeon) that is essential for long-term engagement.
Core Gameplay Mechanics: The QuackMan Evolution
The developers have coined the term "QuackMan Roguelite" to describe the genre, and the label is accurate. However, the gameplay is more nuanced than a simple clone. It introduces several mechanical layers that interact to create a system of risk and reward that is entirely its own.
The Scrolling Maze and The Darkness
Unlike the static screens of the 1980s, Dungeons and Ducklings features four large, scrolling levels. The screen moves, often pushing the player forward. This is akin to the mechanics seen in Pac-Man 256. The scroll introduces a "soft timer" to the gameplay. You cannot linger. You cannot camp in a safe corner to regenerate health or plan a route indefinitely.
The "Darkness" rises from the bottom of the screen, acting as the ultimate predator. If the darkness catches you, the run ends. This forces the player to make split-second economic decisions. Do you detour to the left to collect a pile of coins and a potential upgrade, risking the encroaching void? Or do you push forward to safety, leaving resources behind? This constant forward momentum creates a state of "flow" that is exhilarating.
The Attack Button: A Structural Revolution
The most significant innovation in Dungeons and Ducklings is the inclusion of an Attack Button. In the history of maze games, walls have traditionally been the immutable laws of the universe. They define the play space. In Dungeons and Ducklings, walls are destructible resources.
The ability to smash walls and enemies changes the topology of the map from static to dynamic. If you are cornered by a zombie, you don't have to juke them; you can smash through the wall behind you to create a new path. This turns the maze into a sandbox. However, this power is not infinite. The attack is charged by collecting coins (the game's version of pellets).
This creates a symbiotic economy:
Foraging (Eating Coins): You must move to find fuel.
Combat (spending Coins): You must spend fuel to remove obstacles or threats.
If you attack too aggressively, you run out of charge and become vulnerable. If you are too passive, you may get cornered without a way out. Balancing the "Attack Bar" becomes a second-to-second resource management puzzle.
The Duckling Chain: Snake Meets Escort Mission
The titular ducklings provide the game's second major mechanical pillar. As you explore, you find your lost children sitting in the maze. Walking over them rescues them, and they join a chain behind Mama Duck. This immediately evokes the classic gameplay of Snake.
The ducklings are not merely cosmetic; they are a liability and an asset.
The Liability: A long chain of ducklings trails behind you. While the snippets don't explicitly confirm if the ducklings have hurtboxes that damage the player upon enemy contact, the visual noise and the psychological burden of "steering" a long line through a trap-filled dungeon increases the cognitive load. You naturally want to protect them.
The Asset: The ducklings can contribute to the run. They are described as adding "risk vs. reward".
The brilliance of this system is the Rescue Portal. Portals appear in the dungeon that allow you to bank your ducklings, sending them home to safety. Doing so triggers "Quacktacular Upgrade Time". This allows you to level up your weapons, trinkets, or the ducklings themselves mid-run.
This forces a gambling mechanic on the player:
Hold: Do I keep the ducklings with me to build a massive multiplier or wait for a better portal?
Fold: Do I bank them now to secure a guaranteed upgrade and shorten my vulnerable tail?
Control Philosophy and Game Feel
Playing on a console controller, the game feels tight and responsive. In arcade games, "game feel" is paramount. The inputs must be digital and precise. Dungeons and Ducklings allows for the "pre-input" of turns—buffering a direction change before hitting the intersection—which is a staple requirement for veteran maze players.
A standout feature in the control scheme is the Dedicated Quack Button. Pressing this button causes Mama Duck to quack. It has no apparent tactical advantage (unless it draws aggro, though this is unconfirmed), but it is essential for the game's soul. Being able to spam "Quack" while narrowly dodging a massive boss adds a layer of chaotic joy that defines the experience. It connects the player to the avatar's absurdity.
The game also employs a Slow-Motion Zoom when enemies get too close. This is a brilliant accessibility and dramatic feature. It heightens the tension, creating a cinematic "near-miss" moment, but also gives the player a generous window of extra frames to react, preventing cheap deaths in a game where one hit means "dead duck".
The Roguelite Economy: Meta-Progression and Builds
Dungeons and Ducklings adheres to the modern roguelite structure: you die, you return to the hub, you buy permanent upgrades, you try again.
The Currency of Feathers
Coins collected in the dungeon serve a triple purpose:
Ammo: Charging the attack bar in the short term.
Score: Tracking performance on the leaderboards.
Meta-Currency: Spending at Akira’s shop for permanent unlocks.
This tri-split value makes every coin significant. Ignoring coins to rush the exit is rarely a viable strategy because it leaves you broke for the meta-game and defenseless in the moment.
Weapons and Classes
The game features a class system disguised as weapon selection. Akira offers the first weapon for free, but subsequent weapons must be purchased.
Iron Sword (Fighter): This is the default playstyle. It requires close-range engagement, forcing the player to risk collision to deal damage. It rewards aggressive, reflex-heavy play.
Daggers (Rogue): This weapon unlocks the Rogue class. It introduces stealth and area denial mechanics, such as creating poison clouds and dealing damage while invisible. This changes the game from a brawler to a tactical stealth game. You aren't smashing walls; you are slipping through shadows.
Staff (Wizard): This weapon turns the game into a "shmup" (shoot 'em up). It shoots magic missiles. This creates the safest playstyle, allowing players to destroy enemies and walls from a distance, akin to Gauntlet.
The variety in starting weapons provides necessary replayability. A run as a Wizard feels fundamentally different from a run as a Rogue. However, some criticism has been leveled at the upgrades feeling "kind of weak". The upgrades are often incremental stat boosts rather than game-breaking synergies found in titles like The Binding of Isaac. For future updates, the developer might consider adding "Corrupted" items that offer massive power with significant downsides to spice up the build variety.
Fashion Ducks: The Cosmetic Endgame
One of the most charming aspects of the progression is the "Fashion Ducks" system. Players can unlock and equip hundreds of gear combinations for Mama Duck. We see examples like a "big sorcerer's hat". These items are not just stat sticks; they are visibly rendered on the sprite. This "paper doll" mechanic is incredibly effective in increasing player attachment. You aren't just losing a generic duck when you die; you are losing your Wizard Duck in the purple hat. The drive to unlock the next cute outfit is a surprisingly potent motivator for "just one more run."
The Bestiary and Boss Design
The enemies in Dungeons and Ducklings are not abstract shapes; they are the undead army of the Lich.
The Minion Hierarchy
Slimes & Bats: The fodder. Likely moving in predictable patterns or swarming the player.
Skeletons & Zombies: The foot soldiers. They wander the dungeon, creating dynamic hazards. The critical threat is the lethality. One touch is usually fatal (unless an extra life is purchased). This fragility makes every skeleton terrifying.
The Bosses: Screen-Filling Titans
The game features four main chapters, each culminating in a boss fight. These are not standard maze enemies; they are massive sprites that occupy significant screen real estate.
The Gator (Gator Stomped): A massive crocodile that likely restricts movement through sweeping tail attacks.
The Treent (Treent Snapped): A tree-based boss, possibly using root attacks to create new walls or barriers.
The King/Construct (Crown Snatched): A mid-game hurdle.
The Lich: The final antagonist.
The boss fights introduce a "Bullet Hell" element to the maze. You must dodge massive area-of-effect attacks while still navigating the maze walls and dealing with spawning minions. This requires a shift in thinking from "navigation" to "evasion."
The Food Mechanic and Pacing
The pacing of the boss encounters is dictated by the Food Meter. The player collects various food items—grain, lettuce, grapes, corn—scattered throughout the level. Each item fills one square of a 16-square "BOSS" meter on the right side of the screen. When the bar is full, the boss spawns. This is a brilliant agency mechanic. The player controls the timer. If you are low on health or ammo, you can try to avoid food to delay the boss fight (within the limits of the scrolling screen). Conversely, if you have a powerful temporary buff, you can gorge on food to summon the boss immediately and melt it down. It gives the player strategic control over the game's tempo.
Audio-Visual Presentation
The Pixel Art Aesthetic
The game employs a clean, vibrant pixel art style. The dungeons are dark and moody, allowing the bright colors of the ducks, coins, and enemy eyes to pop. This high contrast is essential for readability in a chaotic arcade game. The "pastel style intro scene" establishes a storybook tone that contrasts nicely with the dungeon's gloom. The character sprites are expressive; Mama Duck’s "angry eyes" and the "yellow tail-feathers" are rendered with personality.
The Soundtrack
The audio landscape is a standout feature. The soundtrack is described as "upbeat, energetic, and perfectly suited for such a high-paced, chaotic game". It was reportedly voted "Best Music" at 2D Con. In a rhythm-adjacent game like a maze runner, the music dictates the heartbeat of the play session. The high-tempo tracks encourage forward momentum and aggressive play.
Sound effects are equally important. The crunch of a wall breaking, the jingle of coins, and the sharp "quack" of the dedicated button provide immediate, satisfying feedback loops. The "whispers" of the killer or boss mechanics mentioned in some press materials (likely for other games in the snippets, but applicable here as "auditory warnings") help in situational awareness.
Constructive Critique and Future Outlook
While Dungeons and Ducklings is a polished experience, there are areas where the feathers are slightly ruffled.
The "Weak" Upgrade Problem
Several sources note that the upgrades feel "kind of weak". In the current roguelite market, players are accustomed to "breaking the game." They want upgrades that make them 500% larger, or shoot lasers in 360 degrees. Dungeons and Ducklings seems to favor conservative balance, with small percentage increases to stats. The developers could introduce "Artifact" tier items that fundamentally break the rules—perhaps a ghost potion that lets you walk through walls without smashing them for a short time, or a "Duckling Bomb" that sacrifices a follower for a screen-clearing explosion.
Repetition and Length
With only four main levels (though procedural), the game is described as "pretty short". While arcade games are meant to be replayed, modern audiences expect a bit more biome diversity. A "Loop" mechanic (New Game+) or a "Daily Challenge" mode with fixed seeds and leaderboards would greatly extend the game's lifespan without requiring massive asset generation.
Difficulty Spikes
The boss battles represent a "step up in difficulty" that can be a wall for some players. Better telegraphing of boss attacks, or perhaps a "practice mode" at the café where you can fight unlocked bosses to learn their patterns, would help bridge the skill gap.
Conclusion and Verdict
Dungeons and Ducklings is a triumph of focused design. It identifies the core fun of the maze genre—the tension of the chase and the satisfaction of the turn—and amplifies it with the agency of destructible environments and the sticky loop of roguelite progression.
Bear Belly Games has crafted a title that respects the player's time. It is a perfect "palette cleanser" game—something to play for 20 minutes between massive RPGs or shooters. Yet, that 20 minutes often turns into two hours as the "one more run" syndrome takes hold. The combination of the "Attack" button, the "Snake" mechanic, and the charming "Fashion Ducks" system creates a package that is greater than the sum of its parts.
For players on console, the experience is flawless. The controls are tight, the performance is solid, and the aesthetic looks beautiful on a large screen. While it may not have the infinite depth of a Hades or the content volume of a Binding of Isaac, it has something just as valuable: heart. It is a game about a mother who will smash down the very architecture of a dungeon to save her children, and that is a story worth playing.
It is a game that knows what it is, executes its vision with precision, and asks for nothing more than your reflexes and a few coins. And for that, it deserves a high recommendation.
Final Verdict
Score: 8.5 / 10
Dungeons and Ducklings is a Quack-tastic reinvention of the arcade classic, offering a perfect blend of nostalgia, challenge, and charm. A must-play for fans of the genre.




Comments