Duck Season was a very enjoyable speedrunning contest and wouldn't mind seeing a second season of the contest.
This will mean the rabbits will have to wait another year for their season to come around
Things I liked:
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Variety of Levels - Each level brought a unique gameplay experience and unique challenges which made the contest very interesting. It really opened up a lot of viable strats, using vastly different stat combos and hats to achieve the best time which encouraged creativity, and we certainly got a lot of that!
2.8 COWBOY is the first Cowboy level I have ever seen in a speedrunning contest and 3.1 Adept is a frusty level that allowed skilled frusters to showcase their precision.
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Custom Stats and Hats - Some speedrunning contests in the past did not let players choose the stats they use, and most of them banned hats entirely. But Duck Season showed that giving players more freedom can lead to some mind-blowing speedruns. And it was a lot of fun to try out different stat and hat combos and seeing what worked.
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Incentive for Participation - Offering EXP prizes for each level every single week, plus having a Duck Time to beat made it easy for people to participate in the contest and get something out of it.
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Levels Loading Quickly - I like playing with Art on, so it was nice to see how quickly all the levels loaded.
Things I didn't like:
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Dependence on Item Luck - As someone who enjoys speedrunning levels to death, having to rely on item luck to get a solid run on some levels was annoying. Instead of spending one hour grinding a level, I would have to spend far more time because I only have a 2-3% chance of getting the right items in each attempt. I remember playing 1.9 Water 51 times in a row without getting a Speed Burst which was not enjoyable.
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Glitches not well-defined - I don't think there was any agreement on what counted as a "glitch" in the contest. Sometimes I discovered a neat shortcut which, in my opinion, did not involve any glitching, only to later realize that the shortcut is not allowed.
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Overpowered Alien Eggs - This was mentioned in the Discord server, but the Alien Egg level in the contest had a massive impact on the final results. For a contest centered around speedrunning, I think game modes ike this which depend largely on luck should be separated.
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Quantity of Levels - 30 levels to speedrun in three weeks is not exactly a small amount. While most of the 13 participants submitted runs for all levels, only about 3 or 4 of them actually had the time to grind out competitive runs for all of them. As someone who did that, it is quite time-consuming, and the race for the grand prize mostly comes down to who has more time on their hands. Weekly submissions revealing strats helps this though, so this isn't exactly a big problem and maybe nothing needs to be changed. It is certainly much more manageable than speedrunning 67 levels in 2 weeks in LoTW: Holiday Dash.
Ideas for the future:
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Fix Finish Lag - Not really an issue with the contest, but it would be nice if the times are calculated locally. There used to be a working, modified version of PR2 that displayed the number of frames it took you to reach the finish, so there should be a way to calculate times locally to eliminate the issues with finish lag.
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Prevent Hiding Strats - I understand that the Duck Season contest was structured so that people could share their strats each week and build on top of everyone's runs to get better and more optimized runs each week, but with the grand prize favoring the one who outpaces everyone else, hiding strats can be advantageous.
To fix this, it would be better to not pitch players against each other, but instead make them compete with the timer. You can do this by setting a Duck Time and reward players with EXP prizes for each second they are below the Duck Time. This should encourage collaboration between participants where everyone works together to get the fastest time possible on each level.
I think this could be a fun challenge if you joined forces with an experienced speedrunner to set some tough times to beat. It would be like a
Pro vs Jiggmin's Village kind of contest.
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Prevent Copying Strats - If you still want players to compete against each other, I'd personally prefer if people weren't allowed to copy other people's strats. Routing levels and finding the best stats and hats to use is a big part of speedrunning and it would be unfair for someone to get beaten by someone else who stole their idea.
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Community-Approved Rules - I agree with your idea about getting the community to agree on the rules and glitches allowed to make things clear and fair for everyone.
Questions:
How would you adjust the structure? Did you like the 3 week structure?
Given what you were trying to achieve with this contest in having different stages of optimization for people's runs, I think the structure was designed really well. It also offered people opportunities to play for prizes every week which I liked. People could join the contest at any time and have something to play for.
How many levels should be included in the event? Was 30 a bad number?
30 levels felt a bit on the higher end, but it depends what you want. If you like seeing creative strats, then more levels to showcase that would be better. If you want to see smooth, optimized speedruns, then fewer levels to allow players to perfect their runs would be better. Personally, I prefer the latter.
What types of levels would you want to see in the event?
I liked the wide variety of levels in Duck Season. Most of them were fun to play and speedrunable, but there were also levels like 1.8 -Gravity, 1.3 Objective, 2.8 COWBOY and 3.2 Stats to keep things interesting. I think variety allows people with different skillsets to shine, so I would like to see that continue.
Also, we were quite lucky with this contest. Most of the levels are on All Time Best, so they must be the best levels in existence.
What stat distribution rules should there be?
Some people have said that the contest should use Rank 40 stats, but I think Rank 50 stats are fine. Most people should be Rank 50+ by now.
What rewards should be up for grabs? How was the prize structure for duck season?
I really liked how prizes were distributed throughout the contest. Giving out prizes for submitting runs and beating the Duck Time was good for incentivizing participation, and extra EXP prizes for being in the Top 5 for each level and getting a good overall time at the end of Week 3 also heavily rewarded players who put in the time to do well.
When should the next event of this size be?
Once a year would be fine for me. As mentioned before, contests of this size are quite time consuming, so I don't think I would want this to happen more often. If it does, I probably won't want to complete 100% of it.
How were the duck time challanges? Too easy? Inconsistent?
Some of them were quite easy while some others were a little harder. Maybe they could have been a little harder overall, but there are always other players' times to beat if you want a tougher challenge!
What levels were fun to run? What levels did you dread having to speedrun? Why?
I am a fan of clean speedrunning with no weird gravity, forced stats, frusty/glitchy parts or item luck. I particularly enjoyed 1.12 Laps. It was a well-designed level with some thinking involved with the stat blocks. Racing through the level with three different sets of stats was a unique challenge and it felt like I was playing three different levels instead of just one.
I didn't really like 3.1 Adept because it was frusty and I am bad at frusts and never ended up getting a run I was happy with

I also didn't like 3.4 Exploration that much either mainly because of the Ice Wave. It is such an inconsistent item and many runs were ended because I wasn't in the perfect position when I used it. The Jetpack part is also very punishing. You can lose a lot of time if you are slightly imprecise with your movements and touch the nets. I was afraid of messing up there in every run I did.