DUCK: Dangerous Ultimate Cartridge Kidnapper Review

A Cursed Cartridge, a Cozy Room, and a Flock That Has to Finish

There is a particular kind of invitation, rare in a genre that usually hands you a health bar and a three-hour tutorial, in picking up a mysterious 100-in-1 cartridge and discovering that the entire product is a living room that used to be a dare. The TV is still a TV. The cart is still a cart. The first microgame that tries to teach you a lesson is not a metaphor. DUCK: Dangerous Ultimate Cartridge Kidnapper, the compilation of one hundred very different microgames from Duck Team, is built on that quiet, and the quiet is ruder, pixelier, and more useful than an eight-dollar-and-ninety-nine-cent curse has any right to be.

I played the PS5 version, the 14 February 2023 launch at $8.99 that Duck Team and Take Aim Games walked onto Steam after a cartridge that already knew how to be a joke. You find a 100-in-1 cart. You meet a spirit who calls himself D.U.C.K. You play every game or become a permanent pixel. Five ducklings wait in a small room while a tubby television does the talking. Forty-five Steam achievements sit in the glow. The English Steam sample is Very Positive, 82 percent of 50, with 100 voices across languages, which is the honest weather of a quiet cart and not a dare. Great, not huge, and very much a living room I would recommend you sit in if you like a microgame loop that knows it is a loop.

DUCK screenshot 1

The Cartridge Does Not Care What Childhood Was

DUCK screenshot 2

Most microgame collections begin with a wink and a surname. DUCK begins with a cart. Official copy on Steam says a group of ducklings finds a mysterious 100-in-1 cartridge that turns out to be a trap for an evil spirit who calls himself D.U.C.K., then asks you, with the grammar of a person who has already lost the analog life, to show all your gamer skills or become a character in his games. Being two-dimensional and pixelated, constantly dying and being reborn, is an inevitable fate. That is not flavor text. It is the design refusing to pay for a cinematic when a living room will do.

You start playing because the alternative is becoming wallpaper in a place that does not keep wallpaper. The first stretch is staged like a punchline that remembered to be funny. You pick up the cart. The room thinks about it. Something inside the plastic thinks about you. The script, still a little breathless and still very sure of its pixels, asks you to get five ducklings through one hundred games. Nobody else will. That is the rest of the map.

I like a premise that prices curiosity as a hazard and then lets you sit toward it anyway. Official features list cowboy duels, house building, tomato sorting, barrel rides, sea battles, jungle adventures, and the typical daily life of a mad scientist. Why are there ducklings and no parents. What was that cartridge before the spirit got in. The more you play, the more the television answers with another ten-second dare and another thing that would like a piece of your patience. Story is environmental and stingy, which is the right instinct for a game that wants your thumbs more than your diary. You are not reading a novel. You are looting a childhood that is still happening.

The fantasy is not mastery of a lore bible on day one. The fantasy is competence arriving about half a chapter after you invent a habit of reading a prompt before the timer eats it. You will fail in ways that would be funnier if the curse were not so sincere. You miss a tomato. You come back. You become the kind of person who thinks a decorative panel is a personality. The ducklings do not arrive as soldiers. They arrive as a flock that has decided the show is now a rescue.

Raise a Duckling, Then Invent an Escape

DUCK screenshot 3

The loop is the old religion and Duck Team does not pretend otherwise. Read the prompt. Do the thing. Survive the timer. Do it again until the spirit learns manners. None of that is a revolution. All of that is the sentence the rest of the toybox has to live in. Official copy says DUCK is a compilation of 100 very different microgames lasting less than a minute. That is not a costume menu. It is a verb.

Play is physical in the way a good living room is physical. You are not only drowning in modes. You are looking at a cowboy who wants a faster draw, a house that wants a wall, a tomato that wants a sort, a barrel that wants a river, a sea that wants a battle, a jungle that wants an adventure, and a scientist who wants a day, and you are deciding which of them has been useful enough this second. Story mode is five ducklings and five main chapters. Official features say the ducklings will definitely get through all 100 games with your help. Switching from a duel to a sort mid-evening is the closest DUCK comes to a power fantasy, and I like it more than a new health bar. Mastery, here, is timing.

I have played a lot of games that treat the first microgame as a tutorial and the hundredth as a spreadsheet. DUCK is lighter than that on purpose. Official copy says even the playthrough can be interesting, because you never know what is going to happen. If you want a campaign that never asks you to sort a tomato on purpose, you will feel underemployed. If you want an evening that turns a cart into a conversation, you will feel hired.

Difficulty is the other half of the short description and the sharper half of a week. Fifteen categories of five to ten microgames each come with three difficulty levels, plus a separate category for boss games. That sentence is both a promise and a warning. A casual pass handles the general population of problems. The later, nastier rooms will empty your patience if you treat them like scenery. Getting a clear with actual manners takes a while. Until then, a retry is a strategy, not a cowardice. I left the greedy path on for an evening and the careful path on for another. The room did not mind. The spirit minded either way.

Duels, Tomatoes, and a Vault That Matters

DUCK screenshot 4

The vault is the temperature change. A locked game will chase your curiosity farther than pride would recommend. Official features say open games appear in the vault, where you can choose any of them and practice, pass on all difficulties. A practice run handles the general population of homework. Further out, survival mode would like a word, and the word is short. Until then, a retry is a strategy, not a cowardice.

Survival is the kinder half of a week if you like being measured. Official features ask you to try to get the highest score. The mission is not story for its own sake. It is a continuation. That shift is the closest DUCK comes to a score fantasy, and I like it more than a new chapter. Mastery, here, is stamina. You play, you miss, you sit a ridiculous little cart through a place that tried to eat your thumbs last minute, and you start again like a person who has mail. The map gets smaller because you invented commuting through the vault.

A party mode will ask you to pass the controller if you would like the fantasy of purpose without a campaign. Official copy is unusually honest about the furniture. Cooperative are implemented in the form of a hotseat mode. This means that players must play in sequence, one after another. That note is not a footnote you hide after the score. It is the shop telling you the couch is the co-op, not a split of the same dare. Those two voices, story and party, keep the cartridge from feeling like a museum that learned to punch. They are a reminder that someone else sat long enough to leave a high score.

I will not invent a highlight reel with fake timestamps and tidy clear counts. The nights that stay with you are the ones where you thought the chapter was finished, then a boss started knocking in a rhythm that was not a tomato, and then you were on the wrong side of your own reflexes. A miss can feel like two ducklings agreeing to take turns being disappointed. That clunk is real. It is also priced into a compilation loop that would rather you practice, retreat, and come back dressed. Distance helps. A working vault helps more.

Panels, Bosses, and the Room Getting Smaller

DUCK screenshot 5

Pressure is the variety. A panel that unlocks is a better reward than a new silhouette if the silhouette is just another way to lose a life. Hunting categories is good practice and a grocery run. Cowboy rooms, jungle rooms, the usual cartridge hospitality. Sparks happen. The store page is not shy about it. What the store page cannot tell you is how quickly you will start treating a successful clear as a mood stabilizer. You eat prompts. You drink timers. You put the controller down and look at the tubby TV like a person who has decided civilization is a high score.

The world has history if you will sit toward it. Official features say the spirit has locked the ducklings in a room in the house of a typical duckling of the time. A small cozy room. The rays of the setting sun streaming through the window. You and your friends gathered in front of the screen of a tubby TV, and in the console a cartridge with a bunch of interesting games. The story is uncovered through that room, through five named ducklings, and through the remains of a childhood that tried to outlive its own cart. I like a map that prices curiosity as a hazard and then lets you sit toward it anyway. Some rooms are handsome. Some rooms are a commute. Both rooms are the job.

Sixteen decorative panels sit behind the loop for people who like a receipt. Official copy names arcade, Greek, comic, summer, brick, and more, and says you unlock them as you progress through story mode, play through the games, and fulfill special conditions. Names like Sandra, Sergio, Greg, Dennis, and Alex tell you the shop has a sense of humor and is not ashamed of it. Halfway there, Tenacious gamer, You played ALL games, Free like a bird, and Full collection sit on the sheet like a flock that learned to file paperwork. None of them change the central truth. You are here to raise a duckling and then find out what the cartridge is for.

Different styles of pixel graphics and lots of unique tunes and sounds keep the evening from collapsing into one font. A cowboy duel does not share a camera with a tomato. A sea battle does not share a tempo with a house. The presentation is readable, which matters more than prestige. You can tell a sort from a duel from a boss at a glance. If you cannot read a prompt, the hunt dies and the cart becomes homework. You always know where you are. You do not always know why a scientist is already there.

Party by Habit, Rough by Design

DUCK screenshot 6

I should be clear about the friction, because it is real and it is not a footnote you hide after the score. DUCK looks like a game that was built by a small shop that wanted an adventure more than a showcase, then discovered the adventure was one hundred games. Landscapes can be handsome. Animations can be stubborn. A prompt can arrive a half-second late to its own joke. Performance can sulk when a category decides to remember itself. I will not invent a frame census. I will say the room sometimes forgets to stock the smoothness you need and then shrugs like weather.

Technical manners on a compilation this wide can stutter when a late-game boss decides to be a theology problem. Microgames can get philosophical in a doorway. Timers can snap, which is a sentence no designer writes for fun. Hotseat has a way of announcing itself when the person on the couch wanted a shared dare and received a queue. None of that is unique to this cart. All of that is the tax on a hundred-game toybox that launched on 14 February 2023 at $8.99 and is still hiring a living room in 2026.

The developers wrote the party terms with the candor of a shop that has already lost the argument with a split screen. Play in sequence. One after another. That sentence is both a promise and a warning. If you want a polished fight you share in the same second, you should look elsewhere. If you want a place that is already a place, with a cart that knows how to be passed, you are the audience. Partial controller support is on the Steam sheet for the desktop build. I will not turn this into a device seminar. The voice of the game is the television, and the television talks in prompts, tunes, and the occasional cursed knock.

English is the Steam language with Russian as an interface cousin, which is how a wider audience gets in the door. Forty-five achievements sit behind the loop. A soundtrack walks the same aisle for $1.99 if you want the tunes without the tomatoes. I will not invent a localization seminar. The room talks in pixels, and the pixels are enough.

Better With a Couch Than With a Checklist

DUCK screenshot 7

I have a rule for mid-priced compilations. If a game is worse with a couch than with a checklist, it is broken. If it is only good with a couch, it is honest. DUCK is honest, and that honesty should sit next to the price.

A checklist night is a competent weekend. You punch the duel, you invent the sort, you lose a life, you sit back, you put a better lock on the joke. A couch night is the version the systems were quietly designed around. Someone farms the vault. Someone survives. Someone learns, too late, that a boss does not respect hospitality. The cartridge becomes a shared instrument you play with a room instead of a commute.

The Steam sample around a game this quiet is always going to look like weather. Mostly Positive is the official report across languages, 78 percent of 100, and the English slice is Very Positive, 82 percent of 50. That split is fair. Players who wanted a deeper scrap, a prettier frame, or a party that never hides the queue bounce off. Players who wanted a living room with a cart and a bad idea about tomatoes stay. I am in the second camp with caveats, which is the only honest place to stand.

Compared with the giants of the ten-second-dare business, DUCK is not trying to be a career you finish this week. It is trying to be a place you keep returning to. The shop said the quiet part on the store page. A warm atmosphere of childhood. Fun if you will meet the game where it lives. That is not a cop-out if the place is worth the sit. Some nights it is. Some nights the prompt is a myth and the doorway is a theology problem. Both nights are DUCK.

Still Standing After the Curse

DUCK screenshot 8

DUCK: Dangerous Ultimate Cartridge Kidnapper is a rare mid-priced compilation that understands its own joke and then has the nerve to make the joke a living room. Duck Team built a cartridge about purpose, a flock about teamwork you do with a timer, and a toybox that looks a little homemade and plays a lot more sincerely than that sentence suggests. The loop is the hook. The vault is the spine. The walk from a dare to an escape is the grin.

It is better with a couch than with a checklist. The late rooms can clunk in the way a hundred-game scrap is clunky. Party can sulk. The presentation has indie fingerprints, from the stubborn animations to the story that would rather be a room than a cutscene. All of that is true, and all of that is already priced in at $8.99 on Steam. You are not buying a decade. You are buying a season that can turn into several evenings if you like being a coordinated disaster, or being the person who has to explain the disaster to a duckling.

I am scoring it 8, Great, because the identity is this clear and the limitations are the limitations of a focused cartridge, not an empty one. I would recommend it to anyone who likes a prompt that has weight and a room that is allowed to be rude. Distinctive pixel weather, a vault that shrinks the horizon, a flock that turns salvage into conversation, and a price that respects a short week are a lot of game for the ask. The systems repeat their manners. The manners are still useful.

The room is still out there, still hiring a night shift, still asking what a childhood was before the spirit arrived. After a few chapters, you will understand why the job is not finished, and why you keep waking up in front of the tubby TV anyway.

We prepared this review with a digital copy of DUCK: Dangerous Ultimate Cartridge Kidnapper for the PS5 version provided by Pressengine.

8

Great

As far as I can remember, I've been surrounded by technology. My father bought us a Commodore 64 so I started playing games as a baby, following my passion with Amiga 500, then PC and so on. I love game related collectibles, and when I'm not collecting I review games, watch movies and TV Shows or you may catch me keeping a low profile at Game Events.

Lost Password

Sign Up