Sick Day Delivery by LDJam user 279867
Sick Day Delivery
Defeat the infection by delivering medicine to the affected areas.
Story
It's a regular Thursday and a new strain of bacterial infection has just mutated into existence. Fortunately for the human race, the mutation has originated in the employee lounge of the pre-imminent pharmaceutical company, Berk, Berk, & Burk. The employee was not feeling well and went straight to the HR department who have access to the top of the line pain reliever pills.
Berk, Berk, & Burk staf biologists have dubbed the strain, Icki Iky. They are not entirely sure what all is does, but they can tell that it is nothing good. It must be stopped.
You control a dose of the state of the art nanobot pain reliever pill, Lololol®. You've been administered to Patient Zero to stop the spread of the pathogen in its tracks.
How to Play
| Action | Control |
|--|--|
| 🔼 Move Forward | W |
| 🔽 Move Backward | S |
| ↪ Rotate Left | A |
| ↩ Rotate Right | D |
| 🛑 Brake | Shift |
| 💊 Medicine Burst | Space |
Once you enter the body, you'll begin detecting the Icki Iky. Your Colony and Bacterium indicators will appear to show you the direction to the nearest of each. The green arrow is for the nearest individual bacteria, the dark blue points to the nearest Colony.

Colonies will continue to spawn bacteria and increase the patient's septic level. You MUST remove all of the infection before the patient becomes septic. Check how close the patient is to becoming septic by viewing the bar to the right of the screen. Once it goes all the way to the top, there is no more hope for the patient.

Attacking 🦠💊
There are 2 ways to attack. For the smaller bacteria you can use the Medicine Burst or simply ram them, as you are medication yourself.
Bump Attack

Medicine Burst

For the colonies, they can only be destroyed by the powerful medication burst at point blank so be sure to get in close.
To track how well you're doing you can also use the bacteria and colony counters in the top left corner.

Ratings
| Given | 14🗳️ | 14🗨️ |
@alisher_fazilov thank you! I had a lot of fun making the sound effects but especially the song! I had just made a demo with my voice only and sent it to the rest of the team and then tried to make actual instrumentation, but they all said they liked the demo better so I went with it. It was a lot of fun.
@filgreen3 thanks for playing!
The music is just perfect!
Thank you to not having added HP and to just let us enjoy the game.
The gameplay was no slouch, either! Took me a little bit to learn the map, but once I did I was careening around hitting everything with medicine bursts during high-speed fly-bys, and let me tell you: that was super fun and satisfying. I don't really have any notes other than that I really liked this—it was fun, the controls were good and responsive, and all the elements meshed so well with each other!
Great entry!

Best parts:
- The soundtrack is catchy and hilarious! I especially love the "bass drop" that happens a couple minutes in.
- The game felt like a good length and difficulty for a jam game. I was able to finish on my first try, but still felt the pressure from the meter on the side.
- Once you got used to the player movement, it was fun to speed down the hallways, ramming into bacteria as you went.
- The graphics, gameplay, and sound all work together to make a quirky overall mood. You had a team of six people but the game is really cohesive and there aren't obvious "seams" where different people worked on different parts, which is impressive for such a big team in 72 hours!
Areas for improvement:
- The character controller is really slippery. Sometimes you zoom past a spawner at mach 10 and have to take a long time to stop and turn around. There might be a way to tweak it to still incentivize building momentum while not making it quite so hard to stop. Edit: I noticed there are actually brakes. Maybe I should read the controls *before* playing the game.
- The world was very big with a lot of dead ends. This can be frustrating when you don't have a map and your only sense of direction is the blue arrow. I think it might play better if either a) you had a mini-map or breadcrumb trail with the location of the next spawner, rather than just the arrow, or b) the map was designed in a more interconnected way, with fewer dead ends and more alternate routes (less tree branch, more spiderweb).
Other random notes:
- The medicine burst had no cooldown or cost, so it was almost always correct to just spam it as fast as possible while zooming around.
- I never had a need to follow the green arrow during my run.
- It's not really clear when starting what the end goal/victory condition is. I was starting to think it was infinite when I hit the win screen.
Overall, a fun little package with a good aesthetic and satisfying gameplay. Not bad for 72 hours!
I drew Lololol® and added him to the pixel fan art compilation on my profile (everyone gets cat ears this event because reasons).

Nice work on this, and good luck during the rest of play and rate!