What's in the crates ?! by LooksLikeSomething
As a warehouse manager, you have to distribute the goods given to you, using trucks.
Buy truck to move more goods
Make sure your warehouse always has some free space
Careful about the way you're using your money!


Game by Morgane Masson
Music by Benjamin " Bensound " TISSOT
Sounds by Freesound's willybilly1984 & han1
Ratings
| Overall | 292th | 3.48⭐ | 27🧑⚖️ |
| Fun | 462th | 3.06⭐ | 27🧑⚖️ |
| Innovation | 328th | 3.24⭐ | 27🧑⚖️ |
| Theme | 226th | 3.82⭐ | 27🧑⚖️ |
| Graphics | 158th | 3.76⭐ | 27🧑⚖️ |
| Humor | 224th | 2.762⭐ | 23🧑⚖️ |
| Mood | 160th | 3.391⭐ | 25🧑⚖️ |
| Given | 31🗳️ | 7🗨️ |
Overall it's a cute game with very interesting gameplay. Good job! :slight_smile: And I would appreciate it if you can also give my game a try.
0 - Main Mechanics:
The mechanics of emptying the warehouse became quite interesting (I remembered my classes on Logistics).
1 - Secondary Mechanics:
Considering that secondary mechanics would involve selecting the destination of the trucks, buying new ways, selecting the quantity of boxes to be sold and dealing with the schedules; I think the game has been nice overall.
2 - Learning Curve:
It took a while to learn a few things (sometimes because of the difficult to read lyrics in some menus and sometimes because I'm not sure if, for example, each trip has different costs, if stopped trucks generate cost at the end of the day, more distant cities pay the same for the order (lack of patience in verifying the receipt, since I played for a long time)). Much is easy to understand, or is understood in reasonable time (I would say most of the game is easy to understand).
3 - Flow:
The game is difficult, a little above my abilities and the growth of my skills a priori. Maybe the idea is for the player to play more times than I played (three or four attempts). If you want to leave the questions that I have not been able to find clearer inside the game (in case of continuity of the project), it may be interesting for the player to achieve a game flow sooner.
4 - Love Points:
I liked the aesthetics of the game (although some menus are difficult to read in the beginning, because time does not stop, hahahahah). I also really enjoyed having Logistics issues involved.
5 - Presentation of the Narrative:
The narrative, derived from day to day with some playful factors, was evident (although not so relevant to gameplay). Not that this was necessary in the case. Ways to deepen the narrative would be to give more reasons and names to the facts that led to the emergence of this new transport company (I may be mistaken in some way, but I see that way).
6 - Art Polishment:
The art was good for the time of Ludum Dare; both sonority and graphic art. There is always room for polishing (in my case the clarity of some things, most cited above).
7 - Monetization Attractiveness:
If the game were tailored to some logistics client, it could possibly be used to train employees in real life. Other than that I see few ways to monetize, but maybe new secondary mechanics arise that allow you to separate the game into levels and sell as casual to smartphones (selling by advertising etc).
8 - Community Generation:
As a serious game (for training in companies) you can generate a community of customers. A page or website might support this kind of purpose. As a commercial game, perhaps deepening (narrative or character design) could lead to the creation of a profile / page (Facebook, for example). If you create a page, invite me to enjoy it.
9 - Cultural Dialogue:
Logistics takes the player to the game if it is worked that way. The game contributes to Logistics in my view (if it is based on serious and valid theories).