Logistics Boy by Dis0rder
An action game inspired by classic LCD electronic games.
Features two difficulty modes and a quirky oldschool-handheld experience!
Controls:
Arrows - Move
Z - Action
ESC - Quit

It's all in a days work for Logistics Boy!
Help him finish his shift and make a delivery he'll not forget!

Playable on browser and as a Windows .EXE (also runs on Linux using WINE).
Mobile/touch-controls available. Try it on your phone for an actual handheld-feel!
Just a little note for hardware-purists: This is more of an homage/"parody" than an actual attempt at operating in exactly the same limitations as real vintage LCD-games. Nevertheless, we hope you enjoy playing it!
We made basically 98% of the content ourselves. The external assets that we used were the digital text-font and a few bleep sound effects.
Majority of the stuff was created during the Jam. The BGM consist of some FL2-tracks made by @Kaappis 10~ years ago that he dug out from his archives and reworked for the game.
Some previously written code by @Dis0rder was also used as a base and tested out a few days prior to the Jam. A handful of sound-effects was also recycled from older projects.
| A downloadable .EXE | https://dis0rder.itch.io/logisticsboy |
| Link | https://dis0rder.itch.io/logisticsboy |
| Original URL | https://ldjam.com/events/ludum-dare/48/logistics-boy |
Ratings
| Overall | 253th | 3.943⭐ | 37🧑⚖️ |
| Fun | 316th | 3.786⭐ | 37🧑⚖️ |
| Innovation | 212th | 3.909⭐ | 35🧑⚖️ |
| Theme | 1658th | 2.882⭐ | 36🧑⚖️ |
| Graphics | 364th | 4.157⭐ | 37🧑⚖️ |
| Audio | 503th | 3.636⭐ | 35🧑⚖️ |
| Humor | 232th | 3.688⭐ | 34🧑⚖️ |
| Mood | 269th | 4.044⭐ | 36🧑⚖️ |
| Given | 23🗳️ | 41🗨️ |
Despite being seemingly simple, one of the most fun games i played in this jam.
Super cool! :)
I don't see how it's related to the theme however ?
Excitation and audio are on point - great job!
The first and second stages were great, the music rampup as well as the increasing speed really got me excited!
The third level really did feel a bit out of place with the rest though, the design being a bit more unfair (the final pick-a-door killed me on my final life on hardcore mode) and also not really fitting the art style? The mines' jumpy movement would've probably made a lot more sense if it was still matching the LCD style. (Worth it for the ending though, the final line had me giggling)
The presentation and the first 2 levels were absolutely great, though. Best game I've played so far for the jam.
Diving deep was a bit confusing to me and I couldn't really get very far since I usually relied on some rythm to coordinate my own movements with this kind of games. Great work though, it really is a great find in this jam!!! Keep up the great work :slight_smile:
It is also a very good idea that we can see the fingers actually using the game.
The third level however was not has good in my opinion: the graphical style changes a lot and it is more about memory than skill (one cannot know in advance which way has to be used with the submarine to avoid the mines)
Mines section was an odd one and tentacles was hard to understand. And so sad that fingers appeared only on the last section, they look cool
(btw. fingers are not visible 'till the end in the web version)
Oddly enough I didn't hit the fingers bug on the web version that others mentioned. I didn't really hit any noticeable bugs.
With any entry I try to give a little constructive feedback. So - the mine level felt a little slow/off compared to the rest, as a couple others have mentioned. I really like what you were trying for there - it felt sorta like an early handheld, but it felt a little bit slow and it was very hard to see where was safe until it was too late.
Constructive feedback aside, you really nailed a lot of aspects of this game. Thanks for a fun game!
Thanks for the feedback everyone! The idea was that in every level the game evolves and goes "deeper and deeper", by introducing scrolling, more colorful graphics, moving sprites etc. I know it doesn't translate that well to the game and mine section was a bit rushed. Still, it was a fun to experiment with this kind of mechanics and graphics style!
Stage variety is great and keeps things interesting, and the ending was cute, love the octopus design, is that made from material of some kind?
Considering I've just finished working on a similar retro/handheld gui, I must admit you did a far better job than me in a lot less time, great mood to it.
The creature seen in the end of the game is entirely digital art. Here you can see the process!


I first planned the scene by drawing a doodle on paper the night before, and later did a very rough/low-effort draft on GIMP in a matter of minutes.
Afterwards near the end of the jam @Kaappis added some shading and detail finalizing the creature. (Using Photoshop, I think?)
He did a very good job, considering you'd even get the impression it's been digitized from a physical object. He's also the one behind the console-HUD and catchy tunes (along with a myriad of other things).

The scene admittedly has this certain "cut-out animation" feel to it, since the octopus consists of multiple floating parts.
Also, the seafloor is actually a photo from the scrapped FMV-intro I was cooking up. There would've been less than two hours for me to edit/implement the whole thing, so I decided to cut it even though I had already shot the material. In hindsight I've gotta admit that the usual creepy FMV-stuff I like to produce in my LD-entries wouldn't have fit the overall tone of the game. But the moving fingers on the HUD are a remnant of sorts left from the bigger scheme I had in mind.
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I already noticed before that you didn't participate this time, but it's great to know that you continue your endeavors in this crazy world of game-development!
Don't be discouraged even if the stuff you mentioned you're working on isn't (yet) up to your standards. You'll get better all the time the more you do, and yet there will always be room for improvement.
And when drawing a comparison, remember to consider that there were two of us putting **a lot** of work into this, and we certainly couldn't have done all this only by ourselves.

Handheld was made entirely in Photoshop using shapes, text and layer effects (bevel, drop shadow), with scratch and grime textures added on top. Plus that smiling logistics boy gfx, which I regret not spending more time on drawing it. Pretty much a placeholder that I didn't have time or energy to replace. :D
Yea I really wanted to participate this time and so I set myself a deadline for the week before to finish an early release of the chess game I'm working on. But alas the deadline got delayed and I missed it. Probs for the best though to keep my momentum and I'm sure I would have been too burnt out to take part anyway. Next time!
Mostly the issue is that I'm working in a much lower res and so adding all the detail you guys have isn't practical. Trying to work out how to have pixel-art stains on the case like you guys have, but maybe it works better clean idk. Whaddya think? https://john-rajczyba.itch.io/tz

I love the aesthetic, huge congrats on that!
The variety of gameplay is great, sometimes it's a bit confusing what you have to do, but it feels exactly as confusing as old game and watch games, without being as much punitive.
Thanks for the game I had fun 💕
edit: oh and don't worry, from feedback the game is atm too confusing even for chess players so I don't expect a non-chess player to go anywhere near it lol.
I loved the surprise with this one! Y'all did such a convincing job making it look like an accurate Game-and-Watch game, which made the twist into a more modern experience all the more sastisfying. Well done!