Delivery by TasakaSama
The game was made during ludum dare 53 solo, with the theme of delivery. You therefore embody a postal worker from hell, who must do his job as well as possible in order not to lose it.
For this you must collect the parcels that arrive, scan them to see what they contain and distribute them if possible. Otherwise you can store them while waiting to find someone.
The game was made with the Unity engine, the sounds with Bosca Ceoil and Bfxr.
Unfortunately I discovered that my little test of HDRP, will not be without consequence, because I did not know that it was impossible to release the project on the Web, therefore only the Windows version is playable, (Unless you want all in pink) :)
| Original URL | https://ldjam.com/events/ludum-dare/53/delivery |
Ratings
| Given | 18🗳️ | 10🗨️ |
I do think it would be better to focus on other areas of polish; however, since the collision detection of the player feels really spotty at some moments, which I think matters more since players will be focusing on delivering the packages and sorting them. (I also found out you can just walk out of hell, on accident :P) I also think another good area of polish would be the player's movement, since it doesn't really feel as snappy as it could be. It feels like you're delivering packages on ice, which I think takes away from the important part of the game loop.
I do love the package scanner feature! It adds more depth than just picking up and sorting packages. Maybe you could also add more tools like that like a "parcel repackager", or a "fragile shelf", which could add more nuance to the game loop!
Overall, good job on the game!
Going through the counter, dropping packages off the map, getting on top of objects, placing packages in seemingly out of reach places.
The movement felt weird, the character kept moving after letting go of the button, which was a problem especially when I try to drop a package, but my character moves right into it and picks it back up.
I think the package generation was a bit too random, there was a lot of packages and I had a lot of people asking for shovels but I only found like 1.
@kent-lizardo For lack of time, because basically as the number of packages is limited to 15 I thought to add an exchanger for in case we have too much of one resource compared to another, but I got badly organized :)
@bad-b4dguy Overall the biggest problem with the collision only occurs when 2 inputs occur at the same time, but I think I must have missed something due to the Iso view
@ellaris The joys of random, afterwards I liked the game so that a game lasts about ten minutes no more, and according to the random more or less short, but thank you for the feedback
@emily-ttg Thank you, if you had fun just a little for me it's already won, even if I know there's a lot of mistakes :)

It definitely felt like there were multiple stages to the game, the part where you bolster your reserves (the placement area where you can place packages yourself for later was a superb addition, great idea, that helped a lot!) when there's still few people coming in and you only need the occasional object, then the medium stage where you kinda have to start properly balancing the customers and the packages and then the final stage where your reserves are slowly twindling (but you rack up the score in exchange!).
Lots of fun! The scanner/placement area adds a cool second layer to the deliver-thing-to-customer formula. Plus since you place the packages manually into their area you give some room for surprises, like misplacing a shovel as a diamond and making a customer mad. At that moment I had truly felt the postal worker experience.
Had a lot of fun moments with the game, great job!
But if you felt the job of postman well then it's a successful mission for me ^^

The controls would benefit from a bit of refinement
Obviously it was made in a strict time limit too, so I feel bad complaining about the controls- a bit more polish on the controls and movement, and it could be great:)
@kreshi 48 hours, because we have to make sacrifices, thank you and glad you liked it more
@alec-cunningham Yep the controls could have been a little better, I take note thank you :)
@chuckiee I had also planned a swap machine in case there was too much, but suddenly it simplified the game too much and the games became long and boring and it would have been necessary to introduce a penalty system etc... but lack of time.
@kierogi I clearly don't think I was far enough on the consequences of the distribution, whether good or bad, a roguelike upgrade system like all the XColis could have been interesting with the Evil variant if we are too often wrong ^^
@wevel Thank you for your feedback, and the information about adding the sources I take care them tomorrow :)
@glaas Next jam I try to work on the movements to have something smoother :)