Cyndermine Mail Delivery Service by simmo
(Download for Windows and HTML Builds on Itch.io via the link at the bottom)
Introduction
This is a small rhythm game, only about my 2nd or 3rd 'core-gameplay-complete' game, made for Ludum Dare 53: Delivery, using Unity, Logic Pro X, Paint.NET and Visual Studios, in 48 hours.
It features 9 levels split across 5 unique tracks, as well as a custom beatmap recorder for you to record, share and play your very own beatmaps* :)
It's really not much, but I hope you enjoy :)
*Custom beatmaps feature only works on Windows Exectuable / Downloaded Version. They do not work in the HTML / WebGL Builds!
Instructions
Just press the keys on screen as they pass through the van, ssiiiiimples. (The vertical white line through the van is the mark you're aiming for)
(Keys used are A, E, F, SPACE, 9, 8, 7, 6, 5 and ENTER)
If you are having issues with the notes being out-of-sync with the music, this could be due to slight performance differences between our PCs. Feel free to adjust of offset in the settings as required. A higher offset results in the note-blocks appearing later. Typically 0.15 - 0.25 is good. :)
I know there's many more games to review, so "Jam" options have been included to allow you to experience the full game in less time (instant unlock all levels, give points to unlock vans etc.). You must still complete level 4-2 if you want to unlock 5-1.
A score of 50% or more will be counted as a pass and provide unlocks (e.g. a score of 58% on 4-2 would unlock 5-1).
I know there is no count-in for the "Walk in the Park" track/levels - I don't have time in the 48 hours to correct it >.< but dw, 50% is a pretty achievable score, so missing that first note certainly shouldn't stop you unlocking anything etc.)
Custom Beatmaps
Note: Custom Beatmaps only work on the Windows Executable / Downloaded version. They do not work in the HTML / WebGL Builds!
Disclaimer: While a few of the official In-Jam levels were created with this tool (before being tweaked), and while I look forward to making more beatmaps with this tool, I'll will not be doing so until after the Jam rating etc. is all done and dusted. But I encourage you to make and share your own in the comments! Recording a beatmap
You can record and upload a custom beat map by clicking this option on the Main Menu. In the Recording UI you will see a number of buttons:
Record Button: Start and stop the recording
RESET: Delete all and start over
<< and >>: Seek forward/backward in track 5 seconds
Track Select: Select the backing track.
To record a beatmap, simply press any of the accepted keys listed in the "Instructions" section above and it will be added. (Note that the recording must be rolling / track playing for notes to be accepted). You will see the respective note spawn to show you it has been accepted.
Note there is no way to delete or edit beats at this time.
When finished, stop the recording, and hit "Publish". After a brief pause (up to 15 seconds) while the level uploads. When it is ready, the text box above the "Load Level" button will present a 3-digit number (e.g. 013, 195, etc.): this is your level code for you to play or share!
Playing a custom beatmap
You can play a custom beatmap you (or anyone) has made, simply by heading to the Custom Levels and Beatmap Record from the Main Menu, entering the three-digit number (e.g. 013, 195, etc.) into the text box, and pressing the "Load Level" button. After a brief pause (up to 15 seconds), the level will load and begin.
Ludum Dare Submittables
Source Code on GitHub: (see links) (Only contains code, assets., etc. Exact User Preferences/etc. not included here)
Source Code in GDrive: (see links) (Includes everything, including User Preferences etc.)
Soundtrack: (see links)
Credits
Made by Oliver "Simmo" Simpson in 48 hours for Ludum Dare 53
Technologies
Logic Pro X
Paint.NET
Unity Engine, including Text Mesh Pro
Visual Studio 2022
Thank to my Twitch Viewers for their emotional support
AmPerl
AtlantikTheWox
Blobfishthe_1st
Blu_Biscuit
Clowm_FimderUWU
DevRichGG
ElshamOfficial
RareWhiteWolf26
Dedicated to Mai
Thank you for playing.
Note: Originally the "Windows Download" was actually just the WebGL build again... oops! I've uploaded the correct version now. It's unchanged since the Compo deadline, but feel free to review based on only the WebGL build ofc.
| Source (GitHub) | https://github.com/Simmotipo/cyndermine |
| Source (GDrive) | https://drive.google.com/drive/folders/1xLzoPLHZu-s3KArGORbYeKNIb3Jgp6Qr?usp=share_link |
| HTML (Web) - Itch.io | https://simmotipo.itch.io/ldj53 |
| Windows - Itch.io | https://simmotipo.itch.io/ldj53 |
| Soundtrack | https://soundcloud.com/simmotipo/sets/cyndermine-mail-delivery-service |
| Original URL | https://ldjam.com/events/ludum-dare/53/cyndermine-mail-delivery-service |
Ratings
| Overall | 338th | 3.063⭐ | 26🧑⚖️ |
| Fun | 360th | 2.729⭐ | 26🧑⚖️ |
| Innovation | 330th | 2.875⭐ | 26🧑⚖️ |
| Theme | 361th | 3.043⭐ | 25🧑⚖️ |
| Graphics | 368th | 2.625⭐ | 26🧑⚖️ |
| Audio | 102th | 3.625⭐ | 26🧑⚖️ |
| Mood | 258th | 3.065⭐ | 25🧑⚖️ |
| Given | 48🗳️ | 24🗨️ |
The GFX lack any sense of polish (the menus are literally straight up just buttons-on-blue, and the levels themselves are very bare). The game would have benefitted from some nicer FX too (pulsing on the beat etc., that kinda thing), as well as SFX for keypresses.
I would have also liked a micro-story/an NCP to at least give context to the levels and their gimicks. E.g. I think it's hard to tell that the levels are supposed to be Plains, Desert, City, Space, Sea etc., and the '''''smog'''' / short-range visibility at 'night' gimicks are just entirely uncontextual. Some nonsensical NPC one-liner would've probably helped clear them up.
I think generally the game just needs a proper polishing and expansion upon 'the usual stuff', and originally the game was supposed to be for Jam, to give me an extra day to do that, but I could already feel silly-adhd-brain kicking in, and I know for a fact that if I had left it 'til tomorrow, I would've ended up losing all enthusiasm, not being motivated, and not submitting anything at all, even for Jam.
That said, I'll have to come back to this in the future as, for one of my first actually 'playably-complete' (if that makes sense) games, I'm pretty proud. :)
I played in WebGL via Itch.io. I tend to shy away from downloading .exes, even for LD entries. I played the first level, and then jump-cheated to one of the space levels.
I like the general concept of this: a mail truck delivering packages to people in time with the beat. Not an obvious interpretation, I think, but it pairs well in your game.
I would have liked to have heard some kind of feedback for when I nail a beat. I never heard anything other than the normal gameplay music- hitting everything and hitting nothing sounded identical to me. There also didn't seem to be any penalty to hitting buttons too soon. You touched on the polish items yourself, but, honestly, the polish stuff can take just as long as the core gameplay loop itself. We should dedicate an entire jam just to polishing our previously submitted games...
Nice work!
Also, like @defrag mentioned, don't worry too much about not being able to polish your game, you have already done hell of a work with this game!
I did find the game quite hard, especially in the later levels, and generally it was hard to tell whether I had successfully hit a note or not. I also got a score of -1 a few times, which I'm guessing is a bug?
Overall, I would say it just needs polish like you said, but in terms of the technical implementation, this is very impressive for 48 hours; I haven't even dared to attempt making a rhythm game outside of a game jam!
But thank you, I appreciate the feedback! Absolutely agree on the audio-feedback of hitting notes: that and having the boxes/truck/etc. pulse or beat when you hit too, but I ended up spending too much time trying to get the truck to beat in time and ran out for adding audio cues....... and I never did get that truck bouncin right :rofl:
Yyyeeeaaaaahhh guess I did make it a little hard huh :sweat_smile: I'm so used to being terrible at rhythm games I just set my score as the pass mark, but I guess I didn't account enough for the fact I recorded the beat maps :rofl:
I'll definitely have to test some more to see if I can get that -1 score bug (definitely not me just excusing the fact I'm low-key addicted myself lol)- My guess is that it's something to do with Unity not saving the PlayerPrefs properly/in-time, as the score always starts at zero, and it never goes down; but the score screen after each level is in a different scene, so it should save the score to PlayerPrefs, and then Score Scene just loads that back :thinking:
edit: I forgot to mention but the soundtracks are really great gg!
The only reason the record option exists ironically is because I was lazy :sweat_smile: ... I figured it'd be easy to add a level recorder and use that to record the main levels than manually transcribe out the notes and stuff lol. At that point it was just a case of a few tweaks to make it into its own 'mode' etc. lol
My only nitpick would be that it's hard to understand exactly when to press a button. Sometimes the truc covers the whole thing, but pressing the correct button does not validate it.
Other than that, great entry.
This type of game is difficult to make on such a short timespan, but you've done it for compo no less. Hats off to you!