Space Mailman by Kepons
The most hardcore space mail delivery game ever created. Try not to crash as space mail thieves try to chase you down while you are on your mission of delivering super important space mail!
The game might appear unreasonably hard to some but if you practice enough and don't accelerate all the time like the hot-blooded racer you are, you might just make thousands of virtual dollars!
I've uploaded a post-LD version of Space Mailman to itch.io with small fixes and tweaks. Feel free to judge it by the compo version but do give it another shot if you find it too frustrating!
Screenshots



Downloads
| Original URL | https://ldjam.com/events/ludum-dare/38/space-mailman |
Ratings
| Overall | 233th | 3.409⭐ | 24🧑⚖️ |
| Fun | 258th | 3.182⭐ | 24🧑⚖️ |
| Innovation | 283th | 3.091⭐ | 24🧑⚖️ |
| Theme | 414th | 2.909⭐ | 24🧑⚖️ |
| Graphics | 84th | 4.045⭐ | 24🧑⚖️ |
| Audio | 212th | 3.1⭐ | 22🧑⚖️ |
| Humor | 266th | 2.526⭐ | 21🧑⚖️ |
| Mood | 216th | 3.25⭐ | 22🧑⚖️ |
| Given | 13🗳️ | 10🗨️ |
Related to the difficulty, I had a thought about the UI: I spent so much time looking at the edges of the screen for either the envelopes or other planet markers that I would frequently lose track of which way I was facing. The ship is, afterall, just a triangle. Perhaps having a small reticle that projects out the forward vector (just a little ways) would help players keep track of their orientation out of the corner of the eye?
I want to see this on a Vectrex! :smile:
Good job!
Besides that it looks really good and feels polished.
The spacecraft were maybe a little too slippery and the stars were too small to use a navigation.
As others have said, there's no way to know how fast I'm moving and how far I am from the next planet.
Zoom out a little and it will be nice.
It needs balancing, but the idea is great and gameplay is fun. Just too hard.
Well done and good luck.