indiegame.fan
Ducktective Bill header art

Ducktective Bill

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.

Steam Page
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Ducktective Bill?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Ducktective Bill?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Ducktective Bill self-published or published by 3PM Game Studio?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Ducktective Bill and 3PM Game Studio funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Ducktective Bill and 3PM Game Studio?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Ducktective Bill?Release statusWhether and how the game has been released.

Media

6 items

About the 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.