Games & Simulations
Concept

MadQuack

A planned touch-first arena roguelite about a devoted duck fighting hostile everyday objects through a wildly dramatic rescue campaign.

Category
Games & Simulations
Platform
Planned for iPhone + iPad
Status
Concept

Can a small mobile action game feel complete, expressive, and built around touch?

Movement-led combat, automatic attacks, compact chapter runs, build choices, and one active ability give the comic story a readable mobile form.

User value

Focused mobile action with a complete shape.

MadQuack is designed for readable combat, meaningful builds, safe interruptions, and a story with an ending.

01

Play through movement

Position MadQuack while standard weapons attack automatically, then time one deliberate active ability.

02

Finish a chapter-sized run

Timed waves, calm upgrade breaks, and a final guardian or boss give a short mobile session a clear arc.

03

Own a complete game

The planned premium release excludes advertising, subscriptions, recurring payments, accounts, and mandatory connectivity.

Features

The planned first-release experience.

These systems are specified in the definition pack but are not yet implemented in a game build.

  1. 01

    Touch-native arena combat

    A floating or fixed movement control, automatic standard attacks, and one large ability control avoid twin-stick precision.

  2. 02

    Chapter runs

    Eight planned regular waves lead to a guardian or boss and a self-contained story beat.

  3. 03

    Between-wave builds

    Buy weapons, items, healing, rerolls, and synergies during untimed shop breaks.

  4. 04

    Everyday object enemies

    Rocks, boxes, clocks, lamps, luggage, pillows, and tools turn their ordinary functions into combat behavior.

  5. 05

    Possibility-based progression

    Permanent progress is intended to unlock options, chapters, story, and difficulty rather than compulsory stat grinding.

  6. 06

    Interruption-safe play

    Safe checkpoints are planned for wave starts, boss starts, and settled shops instead of fragile mid-projectile saves.

How it works

Move, build, and close the chapter.

The proposed loop alternates readable action with unhurried decisions.

  1. 01

    Choose the run

    Select a chapter, difficulty, optional modifiers, and starting weapon.

  2. 02

    Read the arena

    Move around threats while the current weapons attack through their own targeting rules.

  3. 03

    Time the ability

    Use one active control when positioning and enemy pressure create the right moment.

  4. 04

    Shape the build

    Spend collected Clues between waves on weapons, items, healing, rerolls, and synergies.

  5. 05

    Face the final encounter

    Carry the completed run build into the chapter guardian or boss.

  6. 06

    Record progress

    Resolve the result, save permanent unlocks locally, and move toward the next chapter or another attempt.

Product concept

A heroic duck in a domestic world turned hostile.

MadQuack interprets ordinary objects as an impossible enemy force, tying comedy, combat behavior, art, and story to one premise.

01

Objects define the world

An enemy's material, purpose, movement, attacks, effects, and sound all begin with what the object ordinarily is.

02

Touch defines the combat

Movement and positioning carry the main tactical burden while automatic attacks reduce constant tapping and precise aiming.

03

Comedy keeps an emotional center

MadQuack's certainty can be absurd while his courage and devotion to Mabel remain sincere.

Architecture

A proposed local game architecture.

The definition pack separates rules, orchestration, infrastructure, and presentation. No Godot implementation exists in the repository yet.

  1. 01Validated authored content
  2. 02Run seed and independent random streams
  3. 03Domain combat and economy rules
  4. 04Application use cases
  5. 05Gameplay scenes and touch presentation
  6. 06Settled checkpoint snapshot
  7. 07Local result and progression save

Rules outside scenes

Combat formulas, inventory, economy, unlocks, random behavior, and run models are intended to remain independent of presentation nodes.

Deterministic streams

Wave planning, shop offers, elite selection, combat rolls, and boss choices should not consume one another's randomness.

Safe local persistence

Versioned JSON domains, staged atomic writes, validation, and last-known-good backups are specified for settings, profile, runs, and records.

Offline product boundary

The proposed release needs no backend, account, analytics, advertising, tracking, cloud save, or remote configuration.

Technology

Specified technology, not yet implemented.

Planned game

  • Godot Engine 4.7.1
  • Typed GDScript
  • Mobile renderer

Planned tooling

  • GdUnit4 6.1.3
  • gdtoolkit 4.5.0
  • Python 3.12+

Planned data

  • Validated Godot resources
  • Stable identifiers
  • Versioned local JSON
  • Atomic backups

Target platform

  • iOS
  • iPadOS
  • macOS and Xcode for Apple builds

Release boundary

  • No required backend
  • No account
  • No analytics or ads
  • Offline core play

Development

Definition complete enough to review, not to play.

The repository contains an extensive proposed product and game definition. It contains no Godot project, source code, automated tests, application build, production art, audio, or implementation-backed media.

Stage
Concept
Proposed definitions
59
Text wireframes
8
Playable build
None

Definition work

  • Product charter, vision, story bible, game design, core loop, and run structure
  • Detailed combat, weapon, item, enemy, boss, world, progression, and economy specifications
  • Interface, art, animation, effects, audio, accessibility, and localization direction
  • Proposed four-layer architecture, data contracts, save schemas, and code conventions
  • Quality, deterministic testing, performance, privacy, and App Store production plans
  • Functional text wireframes for launch, home, chapter selection, combat, shops, results, collection, and settings

First proof

Approve a coherent definition baseline, create the minimum Godot project, and build a physical-device vertical slice that proves movement, automatic attacks, one wave-to-shop loop, a final encounter, safe resume, readability, and performance.