Delivery City by digital bacon
A riff on my LD52 jam entry, you must pickup deliveries from around town and deliver them to the proper location. Claim jobs from the noticeboard. Pickup and deliver packages to earn cash within the time limit; be penalised if the delivery is overdue. Game over if you run out of money.
:keyboard: Controls are WASD to move, E to interact with locations, Tab to open the job noticeboard and Esc for the pause menu. You can also use an XBox controller :video_game: (either stick to move, A to interact, Start for pause menu and X for job noticeboard). You'll need to use mouse to click on the buttons in the menus and the noticeboard.
There's room for enhancements here: I had planned for extra vehicles, a bigger city, more goods to move around. But the core gameplay loop is complete, and that's more than can be said for the previous jam :laughing:
NOTE: Currently having issues with getting Unity to do an HTML5 build. Once I've got it fixed, I'll post it here.
| Link | https://digital-bacon.itch.io/delivery-city |
| Original URL | https://ldjam.com/events/ludum-dare/53/delivery-city |
Ratings
| Overall | 1125th | 2.873⭐ | 53🧑⚖️ |
| Fun | 1167th | 2.52⭐ | 53🧑⚖️ |
| Innovation | 1168th | 2.422⭐ | 53🧑⚖️ |
| Theme | 591th | 3.922⭐ | 53🧑⚖️ |
| Graphics | 995th | 2.804⭐ | 53🧑⚖️ |
| Audio | 744th | 2.306⭐ | 51🧑⚖️ |
| Humor | 1023th | 2.092⭐ | 51🧑⚖️ |
| Mood | 1139th | 2.559⭐ | 53🧑⚖️ |
| Given | 73🗳️ | 94🗨️ |
And fixed, with 12 minutes of the submission hour left to go... :sweat_smile:
The arrows were added in the last hour of the jam, and I'm happy I managed to add them in.
The colliders for the buildings were done in the early hours of the jam with a "fix these later" note, and later never came :cry:

I found that if you walked along the pavement next to different houses the interaction prompt would disable, which interrupted me playing and understanding the game at first. If I had to guess, you have the `OnExitCollider()` call immediately disable any interaction that's available, instead of only disabling its own related one. If this is the case, try adding a [HashSet](https://learn.microsoft.com/en-us/dotnet/api/system.collections.generic.hashset-1?view=net-7.0) and adding and removing interaction points when entering or exiting. I would then enable or disable interactions if the set is empty before adding or after removing.
The message board worked perfectly and the responses when I went to the wrong houses were a nice touch. Good job :smile:
Good stuff :8ball:
A few things I would consider for next time would be:
1. The player is painfully slow. Having them on a bike or something fast and a little harder to control would make the game a lot more fun and add some difficulty.
2. The timer for the quests should be much more prominent on screen since that is the most important information.
3. Instead of a big green arrow, you should have the player using more subtle cues to find locations (the mill having a silo is a perfect example).
Overall, good job!
@fuse-in-a-bowl: Yes, as other people have mentioned, I need to have another look at the colliders.
@oddballdave: One of my original ideas was to have a "vehicle dealership" so you could purchase vehicles as the game progressed, letting the player move faster and carry more packages (and therefore, have more jobs on the go). Glad you liked the kachings! :moneybag:
@codeforjoycaro: thanks!
@kierogi: I spent the week before the jam playing around with Unity animations, so I'm quite proud with how well they worked :smiley: Definitely want to add music and more sounds, and have a proper animated player sprite that isn't always facing forward :eyes:
@sjpixels: I definitely want to have a bigger city, but I was wary of spending too much time on it (like I did in my LD52 entry). I'm thinking pedestrians and vehicles for hazards, maybe thieves trying to steal packages. Also, as I said above, I did have plans to add vehicles, but I just wanted to get something playable working first. The suggestion about make the timer more visible is really good. Apart from the Post Office, all the other buildings were taken straight from my LD52 entry (just to cut down on time spent on asset creation, which hobbled me a bit last time), so I only had time to do big green arrows to indicate destinations. I also want to include a minimap and/or an arrow at the edge of the screen to point in the direction the player needs to go, if the destination is off screen.
@milano23: There can sometimes be a problem with the colliders, where the game doesn't detect the player is in the right location. If you can see a street sign at the bottom right of the screen with the location's name, you should be able to interact with a building.
@ruslana: I haven't noticed any issues with it myself, though it can sometimes be a little slow to load. What particular issue were you having (and what browser were you using -- I've only tested on Chrome)?
I think the game would be more fun without the green arrows, so the player would have to find the locations on their own. Also, a shop to spend one's earnings might be nice.
I do have plans for a vehicle shop so players can move around faster and carry more packages, but now I'm wondering what other kinds of shops I can include -- thanks for the suggestion!
But overall, congratulation, a game in 3 days, that's not easy.
Keep it up.
Cute art style, glad to see the pixel art is all the same size. I always ended up accepting jobs then accidentally opening the noticeboard again.
Interesting concept, wish there was a way to move faster!
@frelude: I've got a couple of sound effects in there (which is waaay more than in the last two jams), but I want to add more (and music as well). Thanks for the note about the hole in the colliders, I'll fix that.
@prismapunch: The arrows were a last minute addition, and I was trying to use the up arrow to indicate "pick*up* here" and the down arrow to indicate "*drop* here". I didn't think that it could be taken to mean "pick up from the back", so that's great feedback. As for moving faster, there was supposed to be vehicles you could upgrade to, but I didn't have time to implement. Glad you like the artwork!
I think I'd have preferred it if it way playable with keyboard completely ... all you'd have to do is assign the 1 and 2 keys to the tab-menu.
Lastly, the placement is a bit finicky, sometimes you have to move _away_ from the location in order for it to register -- luckily, it only shows the street-sign when you _can_ click, so it's not _too_ frustrating. (The street signs popping up are a nice touch in any case.)
(Side-note: It wouldn't start for me properly on Firefox, I had to use Chromium to get past the unity loading bar screen.)
I don't like having to use the mouse to click on things either, but I just didn't get around to implementing gamepad and keyboard controls for the menus. Coming in version 1.1 :grin:
The colliders for the buildings are wonky and need a rework. Something else for 1.1 :grinning:
Finally, the Unity web builds have always been a bit hit-and-miss for me. It's almost guaranteed that the web build that works embedded above won't work embedded on itch.io. Chromium-based browsers seem to work more consistently.
You could definitely build on this with some music, some lively animations, some obstacles and, as you said, a bigger world to explore. Nice jamming :)
As there is not rising difficulty or additional challenges appearing, I set myself a goal of earning 100 bucks and then just quit my delivery job and run away into the desert :wink: (you can go north near the empty lot and walk and walk).

@reed-molbak: there's an issue with the colliders: backing away (down the screen) from the building, then moving up again, usually fixes it. I've also updated the Windows build on itch.io with a number of fixes, including the building colliders.
@kyboon: I've just added "minimap" to the feature list for v1.2 :laughing: I'm also thinking of having an arrow that points in the right direction if the destination is off-screen.
@fabula-rasa: see comment above on the colliders :laughing: Music and animations are also on the to-do list. Also plan on increasing the difficulty and having more to do. Long-term plans for a storyline and quests.
@sarah-alexa: I do plan on increasing the size of the city, though there's a few issues (including the hitboxes) that need sorting out first. It'll probably be a progressive expansion though, slowly increasing the size of the city as the player's capabilities increase.
@squidgod: to be honest, the strategising wasn't planned -- somebody else mentioned figuring out about not selecting a job until they're near the pickup building... and I hadn't thought about doing that before. I'd always assumed the player would immediately select a job on opening the noticeboard. (I'm not complaining: I love it when players find things I hadn't thought about.) I did think about not letting the noticeboard be closed until a job had been selected, but that seems harsh. I think changing it so you can only collect jobs when you're at your "home base", but I'll have to make the time limits more generous. Another alternative is having a time limit on how long a job stays on the noticeboard before it disappears. Animations -- not just for the player avatar -- are planned, but take me a while 'cause I'm not a very good artist.
You do need to be in close to building to be able to interact with it. When the street sign appears at the bottom-left of the screen with the name of the building in it, you'll be able to interact.
Planning on a major rework of the city -- increased size, abandoning the grid layout, etc. -- some time in the next few months. Already added a minimap for version 1.2.