Stork Run by ditam
Play as a stork, delivering baby blue and baby pink packages to expecting households. Definitely nothing else.
With a Day 0 update I've fixed some bugs and replaced some minor image assets.
Some bugfixes and balancing updates were added on 2023-05-14
| Link | https://github.com/ditam/ld53 |
| Link | https://tamas.xyz/ld53/ |
| Original URL | https://ldjam.com/events/ludum-dare/53/stork-run |
Ratings
| Overall | 360th | 2.929⭐ | 23🧑⚖️ |
| Fun | 302th | 3⭐ | 23🧑⚖️ |
| Innovation | 316th | 2.929⭐ | 23🧑⚖️ |
| Theme | 198th | 3.881⭐ | 23🧑⚖️ |
| Graphics | 345th | 2.833⭐ | 23🧑⚖️ |
| Audio | 323th | 2.275⭐ | 22🧑⚖️ |
| Humor | 227th | 2.735⭐ | 19🧑⚖️ |
| Mood | 357th | 2.579⭐ | 21🧑⚖️ |
| Given | 38🗳️ | 18🗨️ |

Furthermore, the simple yet expressive graphics made it enjoyable to watch.
The expressions of falling and changes in elevation, in particular, have a great sense of realism, which is quite impressive.
Great instructions, made it easy to play.
Thanks a lot @zundou! I was also very happy with how the elevation shift animation turned out. Actually there's an entire second layer of clouds that's almost never visible due to a bug, but the other one works well enough on its own.
@kuggenhoffen thanks, it almost sounds like you had a hard time finding _something_ to complement, heh. But also, I can see how that's not an unfunny mental image. I do appreciate it either way!
@hatheus what babies? :-p
@jin9310 I've adjusted the speed increments a bit, they should be more noticeable now. The anti-air system might be a bit unintuitive - it rolls a random set of red "hit zones" around you, so you might not get hit at all - maybe that's why it looked broken. Originally I was planning to have this as a mechanic to add some strategic decision making (ie. whether to use evade or not), but in this jam version there's no point in not evading. Maybe in a post-jam version sometime!
It felt weird being targeted by helicopters with rockets, plus that overpowered dash capable of taking them down, but sticks to the theme and certainly has an addictive component that makes me want to keep playing.
Good job.
It would be nice to have some ui element to now health. Also, since everything is controlled with a keyboard, a shortcut to go to next level without using the mouse would be great.
Nice entry overall, great work!
Is a fun game, simple but effective. The different abilities are quite cool and I loved the evade effect. The sound effects got a bit annoying but is okay for a jam game. Overall good job!
@daniboygg I absolutely agree that involving the mouse just for that one action is just bad UX, I'll be fixing it.
@sebastian-m I couldn't quite flesh out the lore here, but there's no babies involved, don't worry. In the end, there's only some breadcrumbs of information on the level ending screens, but my basic idea for the story was this:
!> These storks are running some non-specific smuggling operation under the guise of delivering babies, hence the increasing resistance from the ground.
I really like your tutorial !
Dropping babies on houses like they be bunny humping ahah
@chuckiee Yeah, it's a complete free-for-all with packages and houses, limiting that didn't even make it onto my to-do list during the compo, let alone near implementation. I tried adding difficulty in other aspects of the levels - but I see how a more fleshed out system for peaceful deliveries would also improve the transition experience later as the focus of the game shifts.
@jnaver thanks, I figured surviving the level is victory enough. I didn't have time for any grading system to begin with in the 48 hours, and at least this way every player is more likely to see the additional content on the later levels.
Thanks everyone for your feedback!
Interestingly, one mechanic making aiming more difficult was the spawn location of the package. I kept expecting it to spawn in the player center, and I had a hard time really learning how to position correctly. I think this is interesting, because it seems like the kind of thing that would be straightforward to adapt to as a player.
I do think that the game probably should not have restarted all the way when you lose. This is for the following two reasons: 1, it takes a long time to play through all the levels, and 2, there are some mechanics that are difficult to learn about quickly.
In particular, the anti-air system does not have a clear functionality when it first appears. In fact, I still don't understand it entirely... one of my runs, the red targeting dots appeared, and I figured I had a few seconds before I had to evade... but then I died almost instantly, which was very confusing.
So, because there's these mechanics that take a couple attempts to learn about, and because it takes a long grind to get back to where they show up, I think it would be best to restart at the level you died at (or maybe have a lives system that resets your progress entirely after losing a couple lives, for a compromise).
After losing too many times, I ended up simply cheating by deleting the checkPlayerHealth() function. :sweat_smile: I actually love it when Ludum Dare games are written in plain JavaScript -- it can be a lot of fun to mess around with a game's internals like that.
I do think that the combat mechanics were otherwise quite fun. I think that there's a nice mix of things... avoiding the guys on the ground, as well as being able to fight back directly against the helicopters if necessary. Then, the anti-air systems are actually kind of scary with how fast they can kill you, adding another layer.
Overall -- a fun concept in terms of story and I liked the gameplay, both the package delivery and the general combat. Just a little too hard for me to beat legit. :smile:
I don't disagree with your complaints, most of them are due to the compo time constraints. The anti-air seems confusing for many to begin with (there is a randomness element involved in whether it hits you or not), and I'm pretty sure there's some bug there related to its timeouts too - you are meant to have a few seconds to react.
Regarding the package spawn location, I intentionally moved it a bit higher as if the stork was dropping it from its beak, but iirc the actual hitbox calculation is via the actual player center. Since you're familiar with the internals already, you can flip the DEBUG global var to true for a little helping dot.