The Dink Network

Land of Transforming Ducks

Everything turns into ducks. From the COTPATD project.
February 28th, 2006
v1.00
Score : 1.0 horrible
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jjohn
Peasant He/Him
 
At the risk of shocking Dinkers here, I'd like to say that LoTD isn't as bad as a DMOD can get. It's not good, but there's more going on here than mets the eye. Let's run through the obvious problems one more time:

- No RPG elements (all stats are disabled, no items, weapons or magic)

- No puzzle elements

- Stock map elements used in outre ways

- Very linear map without even a road to guide the player

- No dialog or directions of any given to the player

- End boss presents no challenge

- No final cutscreen screen at the end

- No "win condition" defined

- No savebots (I know you don't need one, but still...)

- No scripting evident (but clearly there's reuse of existing stuff)

Now all of these are serious drawbacks to any game. However, there are a few interesting things about this DMOD:

- Outrageous resizings of stock images

- An interesting sound FX for the Boss (which is just the duck
quack slowed down with bad parameters to playsound() I think)

- A stubbornly dadaistic approach to game design that reminded
me of plenty of cartridges I played on an Atari 2600 in the 80s

I do give this author of this DMOD some props for a brute force mod attempt. It doesn't look like he used WinDinkEdit or any modern tools. It's likely he used DinkEdit, which is a Lovecraftian horror.

With about 4 days of work, this DMOD could approach the playability of Adventure. It just needs a weapon, a few more screens, a chalice and a
win condition. That would double my rating of this DMOD to, like, 2.

So, I'd put this DMOD in a new class. It's a toy, like simcity or xeyes or xsnow. It's a plaything that might distract you for a moment. However, not all toys have a high replay value.