Play through movement
Position MadQuack while standard weapons attack automatically, then time one deliberate active ability.
A planned touch-first arena roguelite about a devoted duck fighting hostile everyday objects through a wildly dramatic rescue campaign.
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
MadQuack is designed for readable combat, meaningful builds, safe interruptions, and a story with an ending.
Position MadQuack while standard weapons attack automatically, then time one deliberate active ability.
Timed waves, calm upgrade breaks, and a final guardian or boss give a short mobile session a clear arc.
The planned premium release excludes advertising, subscriptions, recurring payments, accounts, and mandatory connectivity.
Features
These systems are specified in the definition pack but are not yet implemented in a game build.
A floating or fixed movement control, automatic standard attacks, and one large ability control avoid twin-stick precision.
Eight planned regular waves lead to a guardian or boss and a self-contained story beat.
Buy weapons, items, healing, rerolls, and synergies during untimed shop breaks.
Rocks, boxes, clocks, lamps, luggage, pillows, and tools turn their ordinary functions into combat behavior.
Permanent progress is intended to unlock options, chapters, story, and difficulty rather than compulsory stat grinding.
Safe checkpoints are planned for wave starts, boss starts, and settled shops instead of fragile mid-projectile saves.
How it works
The proposed loop alternates readable action with unhurried decisions.
Select a chapter, difficulty, optional modifiers, and starting weapon.
Move around threats while the current weapons attack through their own targeting rules.
Use one active control when positioning and enemy pressure create the right moment.
Spend collected Clues between waves on weapons, items, healing, rerolls, and synergies.
Carry the completed run build into the chapter guardian or boss.
Resolve the result, save permanent unlocks locally, and move toward the next chapter or another attempt.
Product concept
MadQuack interprets ordinary objects as an impossible enemy force, tying comedy, combat behavior, art, and story to one premise.
An enemy's material, purpose, movement, attacks, effects, and sound all begin with what the object ordinarily is.
Movement and positioning carry the main tactical burden while automatic attacks reduce constant tapping and precise aiming.
MadQuack's certainty can be absurd while his courage and devotion to Mabel remain sincere.
Architecture
The definition pack separates rules, orchestration, infrastructure, and presentation. No Godot implementation exists in the repository yet.
Combat formulas, inventory, economy, unlocks, random behavior, and run models are intended to remain independent of presentation nodes.
Wave planning, shop offers, elite selection, combat rolls, and boss choices should not consume one another's randomness.
Versioned JSON domains, staged atomic writes, validation, and last-known-good backups are specified for settings, profile, runs, and records.
The proposed release needs no backend, account, analytics, advertising, tracking, cloud save, or remote configuration.
Technology
Development
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.
Definition work
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.
MadQuack lab notes
Notes about the thinking, architecture, development, and decisions behind this work.
Architecture, deterministic content, safe persistence, testing, accessibility, and privacy plans made the implementation risks explicit before code began.
The first coherent definition joined touch-first arena combat, short chapter runs, object enemies, and a complete premium product boundary.