Unwanted Delivery by Lone_Wolf

[raw]
made by Lone_Wolf for Ludum Dare 53 (COMPO)

About The Game

You are a young worker dwarf newly initiated into a rebellion started by some fellow workers.

Your mission is to deliver a magical scroll to your unwilling king. It will force them to be a wise and fair ruler.. or that's what the workers say. Is magic even real?

Creator's Note

I wish I had all 48 hours of the compo to make this, but due to work I only got 15, and despite my best efforts I still scoped it like a 48-hour game, so there is a lot of cut content (especially with the combat mechanics), and I wasn't able to do much story refining, so it's probably a bit rough and confusing

Code I didn't write from scratch:

  • Settings.gd (61 loc) - framework for saving data across game restarts
  • Audio.gd (63 loc) - framework for easily setting up/playing sounds and music

Screenshots

See the first reply in the comments below, or look at them on the itch.io page


Please rate the game in every category, even if that means giving 1 star

Ratings

Overall 331th 3.079⭐ 21🧑‍⚖️
Fun 241th 3.237⭐ 21🧑‍⚖️
Innovation 296th 3.026⭐ 21🧑‍⚖️
Theme 340th 3.211⭐ 21🧑‍⚖️
Graphics 391th 2.237⭐ 21🧑‍⚖️
Audio 265th 2.868⭐ 21🧑‍⚖️
Humor 117th 3.316⭐ 21🧑‍⚖️
Mood 276th 3⭐ 21🧑‍⚖️
Given 15🗳️ 15🗨️

Feedback

🎤 Lone_Wolf
01. May 2023 · 04:00 UTC
![Sunday_30-06_36.png](///raw/ffb/42/z/58a08.png)
![Sunday_30-06_35.png](///raw/ffb/42/z/58a0a.png)
pauvictor
01. May 2023 · 13:47 UTC
Interesting game, cheating was very helpful or I would have died in the previous to last room.

Good work
cheesepencil
01. May 2023 · 15:23 UTC
Cool concept! I liked the modern take on a text adventure, and seeing the fog of war dissipate as I explored was rewarding
MateusBoga
02. May 2023 · 14:34 UTC
That was the greatest ending you could have given this game, I was not expecting that xD
Wish there was more things to do other than roll dice, but I know you didn't have enough time to make more than this. Still, with what you had, you did a lot for a compo game.
Igli
02. May 2023 · 19:21 UTC
I kinda like the "cheat" feature :laughing: . Also the map is nice, but I have to agree, there could be more content. Considering you made all that in 15 hours it's decent.
XeduR
04. May 2023 · 17:24 UTC
I have to agree with the others. I made it close to the end, but then would have died without the cheat feature. Having it in a game jam project like this was a great decision and made me able to get to the end.

I feel like the combat system could have been simpler in terms of math and that the player would have had more influence on it apart from accepting a good result or rerolling until they've run out of rerolls.
JpBaraky
04. May 2023 · 22:41 UTC
Liked the rolling and mathematic mechanics, could be broaden to like a math class dungeon game with each class a type of equation maybe? The delivery theme seemed a little rush into the game, like you got the idea for a dungeon crawler and just pasted a scroll on the hand of the character.
Nazorus
08. May 2023 · 09:04 UTC
I got lucky enough to finish the game without cheating, hurray!

Overall I had a good time with this game, I liked reading the room descriptions and the combat system was engaging despite its simplicity. Good job on making this in 15 hours.
zundou
14. May 2023 · 09:25 UTC
The negotiation of rerolls was very interesting! The sound of rolling dice also becomes addictive.
🎤 Lone_Wolf
15. May 2023 · 00:42 UTC
Thanks for playing everyone!

Replying to @mateusboga @xedur @jpbaraky and @zundou:

I'm very happy with the ending, I only wish I could have tweaked the story to fit it better, I didn't immediately think of it so it kind of wrenched things in a different direction.

I tell myself if I had about 4 more hours I would have had an inventory system with keys/upgrades/etc and puzzles you need to solve throughout the map, but I wanted the game to be done within this century so I skipped that :P

The combat system was inspired by old text adventures like Fighting Fantasy and Joe Dever's Lone Wolf (:wink:) but for a jam game I think things ended up being way to complex, especially since I had no skill level mechanics.
A version of this used for teaching math is probably a good idea, I've seen some games that do something similar, but not in a fantasy combat setting.

I wanted the dice rerolling to have a Blackjack kind of feel, but I think I fell a bit short there, it's been a while since I last played it :P

The theme was definitely rushed, as usual. I didn't want to miss my 10th consecutive LD, and I've got a pretty decent streak of compo games in too. Next time I might go for a jam game, and am going to aim for a good theme score.

The dice sound is sampled from my metal DnD dice, it feels really good to roll them IRL, the sound is :ok_hand:
cavedens
16. May 2023 · 02:09 UTC
Very cool idea. Would love to see it expanded on when you have more time to work on stuff!
LDJam user 261242
16. May 2023 · 14:52 UTC
Cool game! I am willing to see it expanded!
rohanmoon
17. May 2023 · 00:03 UTC
This was kind of neat, I liked the combat and your sound wasn't too bad at all. Nice work on setting the mood and writing out the story!
DzejPi
17. May 2023 · 18:10 UTC
This was actually awesome! Very fun to play and well made for only 15 hours of work. Graphics are pretty crude, but that's understandable for such a short time! I think that if you actually worked on this after jam, and used some old-school aesthetics, this could be a very good game you could be very proud of. And thanks for including "Cheat" feature, very good idea for a jam game. :)
tangiblegames
18. May 2023 · 14:22 UTC
Cool! Sense of exploration, thrill of battles and a captivating story! Well, perfectly suitable for an LD entry :)
Honey Pony
18. May 2023 · 16:29 UTC
This was cool! I liked the idea of a scroll that was dangerous to read, even if it ended up not being real. :smile: I actually think that idea could potentially be used in some fun ways as some sort of combat mechanic, as well.

Still, I liked what was there. I think this game actually felt a lot deeper to me than it ended up being -- the existence of the inventory system, plus the combat mechanics, plus everything else -- it gives the feeling of a complete game, where the reason I don't end up with stuff in my inventory is not because it wasn't implemented, but rather because I ended up winning so fast.

Moving around the map with the text-based descriptions was pretty fun, I think. The map gives a feeling of playing a board game, or something, while the text of course feels like a traditional text based game.

The combat is not too deep but it has some interesting strategy. In my first playthrough I had no need for the cheat button -- it seems like with careful rerolling it's not too hard to escape unscathed (my strategy was generally that I would immediately accept any green number, even if it is 0, because there's no penalty to taking a 0 -- e.g. it doesn't grant the enemy an extra turn or anything).

I did play through a second time to look in the rooms I had skipped by accident in my first playthrough (the treasury, plus the combat room next to the king). In this playthrough I did end up needing the cheat button, although I can't recall if this was due to bad strategy on my part.

For 15 hours work I think this is pretty incredible, honestly. It gives the feeling of a reasonably complete game just by having various menus that work, and there's quite a few different mechanics and systems to play with. Good job!