Ravenhaul by Rongo Matane
Welcome to Ravenhaul, the kingdom's premier bird mail service!
Queen Isadora III needs a high performing avian delivery service, and you are the right one to make her happy!
Get birds, get patrons, get contracts - Work hard, peck hard, enjoy your hard earned kernels, that's how we roll in bird county.
OVERVIEW
WASD / Arrow Keys = move/fly
E = use
Q = drop
Space = jump
- take delivery items from the window area and bring them to a bird to send them off
- accept new contracts and patrons at your desk
- buy new birds at the bird merchant
- raise your reputation to unlock special perks and new patrons
- stock up on food when prices are low to save a buck

Team: - René Habermann - Direction, game design, coding - Anne Hecker - Art - Robin Eyre - Art - Rebecca Smårs - Art - Jonathan Smårs - Game design, coding - Raffaele Picca - Game design, art, coding - Martin Kvale - Sound design - Cameron Paxton - Music
| Link | https://bippinbits.itch.io/ravenhaul |
| Original URL | https://ldjam.com/events/ludum-dare/53/ravenhaul |
Ratings
| Overall | 16th | 4.37⭐ | 83🧑⚖️ |
| Fun | 206th | 3.864⭐ | 83🧑⚖️ |
| Innovation | 162th | 3.889⭐ | 83🧑⚖️ |
| Theme | 4th | 4.66⭐ | 83🧑⚖️ |
| Graphics | 3th | 4.873⭐ | 85🧑⚖️ |
| Audio | 15th | 4.512⭐ | 83🧑⚖️ |
| Mood | 2th | 4.654⭐ | 83🧑⚖️ |
| Given | 18🗳️ | 20🗨️ |
Loving all the music tracks especially the chill strumming guitar. Flying around was fun and I like the effect for entering and leaving the tower.
I liked that you had to try to figure out how many contracts you think you'd be able to complete during the day.
It was a bit hard to tell which bird I was about to interact with and bird upgrades didn't actually use my money.
Felt like a little too much down time though while waiting for the birds to deliver.
Still, I thought the game play loop was really good.
The first information dump took me a while to process but after the first day, everything felt pretty intuitive. Still, it might be better to hide some of the information until it becomes relevant. For example, it might be better not to display pigeons in the shop until scrolls are available for delivery. Like I said, I still managed to get a grasp on the game, but it would make it less overwhelming and easier to get into.
Other than that, no more immediate criticisms from my end, I had a blast. I especially loved the atmosphere during the twilight hours and at night. And, of course, filling my house with ravens. Plucking my goth heart's strings, I see. Sneaky.
Love from Moonlit Monitors! :full_moon::video_game:
[isildora.png](///raw/a34/d1/z/5ac5c.png)
Isildora sure didn't look so impressed about my endeavours...
Here is a link to the (free) OST: https://cameronpaxton.bandcamp.com/album/ravenhaul-ost
And yeah, part of this team regularly does LD, you can find our stuff here: https://bippinbits.itch.io/
Thanks so much for the kind words, and I hope you enjoy the soundtrack!
I liked that there was a physical component to it, with you flying around. Loved the design of the raven master and the bird merchant. It was cool to have a bit of placement tetris with the birds as well. My only criticism is that with the placement being so packed, it would sometimes get difficult to select the right bird you were looking for.
How reputation worked was a bit murky for me. You seemed to lose reputation by default if you did nothing? Or something? And I'm not sure exactly what and how much different actions do to affect reputation. Some more transparency there would have been good.
While I love the graphical and physical aspect of it, I can't help but wonder if this would be better if there was or was also a more traditional UI-based interface, so you could see all the birds and their stats at the same time when you looked at the contracts, to see who should go where with what.
Really, really good. I enjoyed it a lot! Excellent!

It's a real good team effort and I do absolutely love the result! :thumbsup:
At least for the jam version, the controls are mouse+keyboard. No current option for mouse only...
BUT, looking at the size of the team:
1) How did you coordinate with that many people in 72h? Even on a day to day work it's a pain in the ass to coordinate team work with all the back and forth. You guys are really good team mates then :D
2) Of course the game will be great, the art will be great, the music will be great. You had 4 people just making the art, that's a huge huge competitive advantage - if the art turned out badly, they something would be wrong with the team.
How can a solo jammer compete with that? Shouldn't Ludum Dare have also a TEAMS category?
A solo jammer guy making everything by himself, half assed a bit of each in order to fit the schedule: code - art - music - sound - design - text - game design - vfx - promo - posts VERSUS 8 people each one focusing on a single thing for the whole duration of 72h - of course a masterpiece will come out of it. Heck with 4 ppl in the art team like you did, you can have a guy only focusing on making the GUI for 3 days. That's very very very unfair to non-teams.
Anyway not this game's or team's fault, but to me it seems like a flaw in Ludum Dare rules.
The Jam category not only allows 72h of work but in a team! Versus a guy doing alone.
@sergilazaro
> So beautiful 😭 It’s so amazing to see such polished projects with just a few days and a few people…
Man of course it will be so polished... look at the size of the team... it's not even fair to rate this alongside projects of solo jammers who have to do everything by themselves. It's about time to have a TEAM category here.
@voidloop I can understand your frustration with this, i had the same when i started out and saw a team of 13 people from a professional studio join. We are a team that works well together really, with 4 of us having jammed together before. A few words on this ;)
1. Since this seems to be your first jam - do you know about the two modes compo and jam? Compo is for solo people, jam is for teams. So we don't even compete here. I can understand why you think that way and i thought so myself before, but there are many other reasons this is not a problem.
2. Often the teams seem bigger than they are. For example, if we have a pixel artist come in and work 4 hours, we'll of course credit them. In our case, we indeed had a pixel artist with very limited availability, and someone who never programmed with that language and engine. But still even with that we are still a large team ofc.
3. Bigger teams can get a lot of overhead and muddled direction easily - with the team i mentioned initially, the game did not come out fantastic and was not rated that high. You can also check who won the past years jams - it was a 2 person team and before it was a single person, before it were 3. Production values matter much less than fun and creativity. (https://ldjam.com/events/ludum-dare/51/games)
4. Ratings seem very important when you start, but ratings are not a very good tool and just a rough indication. There is nothing to win here and winners don't get anything special out of it, not even marketing. Dorfromantik for example was made in ludum dare - i don't think they cracked top 50, but turned out one of the most successful games ever based on a game jam.
A+++ on the music and mood though!
j/k really great game I love it until now but will review properly tomorrow when I can spend another 8 hrs pretending to work.
I. Question: it looks like if I don't pay a penalty, it will double up in 1 day (clone itself) right? It's not explained anywhere so I don't know if it's intended or a bug.
II. The Queen mission is a bit underwhelming. Coincidentally I played a game very similar to Ravenhaul in this LD named [Chain Mail](https://uppon-hill.itch.io/chain-mail). There's a similarity that both Ravenhaul and Chain Mail have multiple zones/partrons and then 1 "big" final mission. I think both has similar fault that the "final boss" is not impactful enough.
The 2 patrons before the queen were a lot more impressive to me (distance, time and package size constraints destroying my current party). And then the queen being so easy make the game end in a low note, didn't feel very satisfying.
III. There are still some bugs in post-jam build (Windows). Not very important for jam version but listing in case you want to fix them:
1. Permanent progression block: at the end of the day, when you sleep in the nest, instead of press `E` to go to next day if you press `Q` or `Esc` to close the windows then you can no longer sleep to pass day.
2. `R` to receive payment never worked for me.
3. Upgrading bird food max size sometimes cost more than it says, even bringing my money to negative (had 1k6, paid the 1k5 upgrade, ended up with -300 somethings)
4. Occasionally when I sign a new contract the item doesn't come, so I would lose that contract for the day. Happens near the end of game when I sign multiple contracts per day, not sure if that's related.
5. After meeting the Queen the play area is shifted upward, not game blocking but new mails on the ground is out of camera.
I loooove the art style, so beautiful and it's so chill to play, a bit confusing at first but then u get the hang of it. Again, good job!
This kind of game is not our "tasse de thé" :tea: , so we can't judge the game design aspects.
However, it's a very very nice job, amazing work everyone! :bird: :heart:
There was no mention in game that progress isn't saved, I wish that at the very least this was clarified and optimally for a game of this size, I wish it saved so I could come back tomorrow... This game was so polished I thought yeah, surely it'll save. No red flashing lights, seems legit. But alas... :cry:
Amazing game though, like damn. So well polished and that art?! What?! And music?! Wow. And whole game vibe?! Woa :heart:
I've done a 2d flying bird game too, but yours is cooler.