Running Out Of Space - A Warehouse 'Sim'! by RavenFlame
Your contract clearly states that you are not allowed to let the loading area fill up.
So move those boxes double quick.
Controls are WASD and E for actions.
Some controllers will work using D-PAD and X (ps4) for actions.



Ratings
| Overall | 655th | 2.75⭐ | 40🧑⚖️ |
| Fun | 676th | 2.447⭐ | 40🧑⚖️ |
| Innovation | 655th | 2.447⭐ | 40🧑⚖️ |
| Theme | 502th | 3.237⭐ | 40🧑⚖️ |
| Graphics | 651th | 2.372⭐ | 41🧑⚖️ |
| Audio | 474th | 2.541⭐ | 39🧑⚖️ |
| Humor | 434th | 2.048⭐ | 33🧑⚖️ |
| Mood | 547th | 2.426⭐ | 36🧑⚖️ |
| Given | 38🗳️ | 32🗨️ |
Good work, nice entry!
Your game too slow for me)
The particle effects when delivering a box were amazing though, gave me that old school solitaire rush of euforia whenever i delivered a box and won the game.
Were the graphics hand drawn?
Overall not a bad game for sure, but not much that makes it pop except the actual fireworks.
Fireworks, nice, more workplaces should have them :-P (Particle-effect or animation?)
I thought I had a strategy (touch forwards/backwards a few times until the forward speed is right, then steer left/right only),
but then I got stuck in the wall. So I had to restart. (I even got stuck on another box in the loading area briefly.)
Once I compensated for that, the game got easy.
(Then I found out there is no real backwards, it's 'just' a break,
and the backwards motion is because someone apearantly decided to wax the factory-floor, so when you break hard enough...)
It does feel fun to control though, despite --or perhaps even because of-- the slipperyness.
I sort-of like that you can't drop boxes if they're not in the right place, but given how easy the rest of the game is,
it feels like this fork-lift has training wheels! In fact, this could be a fun game to show to young kids.
It doesn't leave much space for making _choices_ though,
it doesn't really matter if I pick up the brown or the red box, since I'll make it anyway, and I have to do the other once even so.
It's very short, but as I'm rating, I should thank you :-)
At the very least it doesn't overstay its welcome! (Which might be a problem with my own game...)
Ah, one last thing, the zip doesn't have a top folder, so when you unpack it, the files go everywhere (also called a 'zip-bomb').
I went for simple shapes and colours (I believe the term is programmer art) so I take your point about the young kid aspect. I've been trying to create a lighthearted style (like Butterscotch Shenanigans) but went too far.
The zip was from the engines compiler, sorry about that; I'll wrap it in another folder in future. But I must admit to liking the term zip-bomb; on my first reading it came across as crude and caused a small chuckle.
I'll take your suggestions on-board for the post jam version. Watch this space.
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42