A skill-based 2D action noir. Read enemy telegraphs and decide: block, parry, or dodge. Solve tiny diegetic puzzles between fights, then crack cases and clobber absurd yet deadly bosses—with nothing but an umbrella and perfect timing.
Release Date:
To be announced
Developer:
Publisher:
Teaser | Prototype trailer
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Planned Release Date: To be announced

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About This Game

Ducktective Bill is a boss-centric, timing-driven 2D sidescroller set in a witty, late-19th-century noir city. There’s no inventory and no stat grind—your progress comes from skill, not numbers. Read each enemy’s telegraphed attack and choose the right answer every time: block, parry, or dodge. Between encounters, solve small, diegetic puzzles that feel like real detective work and keep the pacing fresh.

What you’ll do

  • Master fair, readable combat. Every attack broadcasts its intent:

    • Blockable (safe to guard), Parryable (counter out of block with tight timing), Dodge-only (unblockable / block-break), and Neutral (either response works).
      Multi-hit strings are block-only for clarity.

  • Fight memorable weirdos. From a trio of street pigeons teaching core mechanics to two pigeons in one trench coat who split mid-fight.

  • Solve quick, no-inventory puzzles. One-screen environmental reads (postboxes, market signs, chalk marks) that gate encounters naturally.

  • Hang out at the office hub. Your oddball team poses and comments as you pick cases and characters.

Content included at launch

  • 1 Small Case — “Breadcrumb Case.”

    • 2 micro-areas & 2 puzzles: Postbox Clue (residential) → Old Market Alley (sign & symbol matching).

    • Encounters: Minion Trio tutorial fight → Miniboss: Pigeon Disguise (2 phases, split rule) → Case Boss.

    • Hub Office: Single room with cast poses and simple Case/Character select.

    • Progression: Cosmetic currency and an end-of-case rank screen (time, hits taken, parry rate).

  • Single-player experience focused on short, replayable runs (No-Hit/time challenges and alternate puzzle routes).

Why it feels good

  • Pure skill, no power creep. Unlocks are skins, characters, story/areas—not bigger numbers.

  • Snappy, responsive moveset. Light 3-hit, heavy 2-hit, block→parry flow, and a short-i-frame dodge. No stamina bar; the risk comes from wind-ups, recovery, and enemy armor on key swings.

  • High readability. Color/pose telegraphs per attack type, distinct SFX, satisfying hitstop and micro-screen shake on impact.

Who it’s for

Players who love timing-based combat (reading patterns more than grinding stats), bite-sized sessions, and a dry sense of humor wrapped in pixel-art noir.

Note: Future updates are planned to add more cases, bosses, and playable characters. The launch version already includes the full Breadcrumb Case described above.

System Requirements

    Minimum:
    • OS: Anything released in this decade
    • Processor: if it can run windows, it can run this game
    • Memory: 512 MB RAM
    • Graphics: Integrated graphic card should be okay
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: anything that produce a sound
    • VR Support: no
    • Additional Notes: no
    Recommended:
    • OS: Microsoft secret windows version
    • Processor: Unreleased Processor
    • Memory: 9999 MB RAM
    • Graphics: Graphic card that can make the visual touchable
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 9999 GB available space
    • Sound Card: Speaker that make you remember the sound for a year
    • VR Support: no
    • Additional Notes: no
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