DEVILivery by Blue Pin Studio

What's this?!
Dive into the twisted realm of "Devilivery"! Guide our charming, unnamed protagonist through eerie 2D landscapes teeming with demonic adversaries like Eyeballs, Slimes, and Worms. Battle your way through the sinister underworld on a mission to fulfill your devilish boss's bizarre delivery requests. Embrace the darkness and deliver chaos in this wickedly delightful adventure!
Controls
- WASD / Arrow Keys for movement
- Left mouse button to interact/shoot
Team
| Link | https://bluepinstudio.itch.io/ld53 |
| Link | https://bluepinstudio.itch.io/ld53 |
| Link | https://bluepinstudio.itch.io/ld53 |
| Original URL | https://ldjam.com/events/ludum-dare/53/devilivery |
Ratings
| Overall | 226th | 3.935⭐ | 48🧑⚖️ |
| Fun | 217th | 3.848⭐ | 48🧑⚖️ |
| Innovation | 557th | 3.38⭐ | 48🧑⚖️ |
| Theme | 721th | 3.783⭐ | 48🧑⚖️ |
| Graphics | 166th | 4.326⭐ | 48🧑⚖️ |
| Audio | 75th | 4.144⭐ | 47🧑⚖️ |
| Humor | 432th | 3.357⭐ | 44🧑⚖️ |
| Mood | 259th | 3.909⭐ | 46🧑⚖️ |
| Given | 62🗳️ | 72🗨️ |
This was really good, slimes were really easy to deal with since they only move in a straight line and can't get to you when they are alone.
- I feel like there should be some downside to spamming the gun. At the moment, there is no reason not to continuously fire it. This isn't bad, don't get me wrong, but I believe it would be more fun if there was! For example, some slight knockback on the player would be simple to implement and would introduce a risk for firing the gun aimlessly.
- Speaking of knockback, some knockback on the bullets would also make the combat more dynamic imo! For example, there could be more knockback on the eyes (since they look lightweight) than on the slimes (because they're sticky). This would make the combat feel even more dynamic!
Then there's also the story. I know the focus of this game was more on the action, but I'm usually into games with elegant narratives, so there were a few things that bugged me with this one:
- Perhaps I'm just not part of the target audience of this game, but I found the riddles and/or item choices too trivial.
- I'm struggling to suspend my disbelief with the items that Big Boss asks for. They don't really feel like something a devil needs, nor weird enough to make me laugh. Perhaps this is also why it felt to me like the delivery narrative was strapped onto the core gameloop rather than the two being designed around each other.
I know this comment might sound a little harsh - that's not my intention, though. It's *because* I had fun playing this game that I want to be open about where I currently see its weaknesses. I hope the feedback is useful to you.
* a user feedback is missing when get hit (screen shake, character animation, ...)
* A weapon improvment would be nice, because there are more and more ennemies
* item riddles are a good idea
* the main character is cute and well drawn.
* the music is great, evolving with the area or the moments
I played to the end until I reached 9 points. good job!
One thing I did notice - the enemies don't always damage you if you just run through them, so the strat of simply non-stop running back and forth and shooting in front of you does work pretty well. And also - the gun particles have their velocity parented to the world, so if you shoot while moving - sometimes it looks a bit weird.
But still, those are very minor points, the rest of the game is beautiful. Really good job on this one!
I also liked how the bullets sprayed up if You ran real fast forward.
The shooting mechanics ware cool, and the movement felt responsive, since it had Jump buffer programmed in to it.
- I wish I could hold jump, since the game is really fast paced
- I brought the right item (I think?) but I didn't notice any reward or an upgrade? Maybe this one is on me
- I felt like 90 seconds was a bit too much, I definitely would prefer being bombarded with enemies and having to destroy all of them to get out. But that's just me ofc.
Fantastic particles.
Good stuff!
Everything looked polished and professional, graphics, story, and music are great. And the whole things feels well balanced.
Great entry overall !
Really polished and fun.
My only gripe with it is that the player is moving too quickly and I would run into enemies and take damage.
If I were to criticise anything, it's maybe that the theme connection is a bit tenuous and the framing feels kind of arbitrary. It's not clear exactly why you have to survive for X seconds in each of these stages to get through to the prize area. Also the door at the end stage seemed to be in front of the bullets for some reason, I assume that's a bug.
If you expand this game later, different arenas with more vertical space would be cool, as would a boss fight or two.

Especially enjoyed the look and the music! The camera could maybe have been zoomed out a bit farther; I was often shooting/killing enemies I didn't even see. Difficulty seems just about right. That last level almost got me before I squeaked out the door!
https://discord.gg/GtcKH3V6GZ
https://store.steampowered.com/developer/BluePinStudio/ **
@migcreatesgames Nice to see you again! Thanks for feedback, we'll definitely fix the gun before we publish the game to other web poratls. Hope all is well with you, and im excited to see you in the next LD
@tony-li Yeah we can see that the way the gun shoots is the number one problem, we'll make sure to address it. Thanks for playing and the feedback
@themule Indeed! Yeah we arbitrary decided to use a gameboy advanced (if i recall correctly) resolution but didn't really tune the sprites to fit in that resolution correctly. Perhaps i can just zoom out the combat stage a bit and no1 would fault us haha
@ruruie Thanks for the feedback! Yeah the physics that Construct 3 provides us might need some manual tweaking, ill keep that in mind for the future projects
@torculus Thanks a lot! This was Manisha's first attempt at being the dedicated artist for a game jam, we all think she did great!
@wolfier 9 points is the maximum! Perhaps we should've made that more clear haha. Congrats and thanks for leaving great feedback
@cireneikual222464 Tough username to type, but i think i nailed it haha. Thanks for feedback! We'll fix up the gun, i promise!
@kinart haha Thanks! They were originally colored as nerf darts but we changed them to fit with the limited color pallette we were using. Glad someone noticed, you have a keen eye!
@nikkunakku Great suggestion! I will definitely implement both of those things before we publish the game elsewhere. Thanks for playing and leaving feedback
@rakowu Thanks for the feedback! We'll try to do something about that pesky phyiscs stuff. Glad you enjoyed it though!
@dgspitzer 7 out of 9. Not bad at all! Thanks for playing and leaving a note
@spacespytv Thank you sir! A compliment from a BAFTA winner. I'll print it out and pin it up on my wall :D
@nuin Thank you so much!
@alttabber Thanks a lot! Yeah we can add a few extra items and it might be a fun lil' game afterall!
@raptor851 Thanks for leaving the feedback! I suspect the reason you had a lot of lag is because hardware acceleration (GPU rendering) wasn't enabled on your browser. At least i hope thats the case, because it would suck if it was something else :(
@chris-chen Thanks! We'll take the critism into account when making a post-jam update. Im glad you liked the extra little stuff we did with the bullets. Perhaps we spent a bit too much time on them, considering the other stuff people had problems with xD
@luxiffre Wow! This is a fantastic list. I agree with all four bullet points. I'll try to figure something out to address them. The riddles may stay trivial though, its hard making something not too easy and not too hard xD
@klausklapper Thanks! We have plans to make a post-jam patch that includes a bunch of feedback from people in the comments here, and stuff we didnt have time to get to. We'll post this onto several different web portals and we'll update the itch version. Follow the itch account to get notified! Thanks a lot for the kind words
@boeruchan Thank you! :)
@sdelay Thanks for taking the time to leave us lots of feedback, this is very helpful. You managed to get 9 out of 9 points, congrats!
@volkolak Thanks :D
https://discord.gg/GtcKH3V6GZ
https://store.steampowered.com/developer/BluePinStudio/ **
@alexfsmirnov Thank you so much for the feedback and the compliments, this is my 10th game jam. I've managedd to get faster and faster and prioritize things better. Having a great team doesnt hurt either. We effectively have 4x the manpower of a single dev. Cool that you picked up on the enemies not damaging you immediately, this a feature i put in to avoid frustration when players only slightly run into monsters, i wanted there to be a "damage coyote time" if you know what i mean.
@ardorugus Thanks! We'll try to add some lore for the upcoming post-jam patch.
@MadR Thanks for the kind words and feedback!
@aviv-levy Thanks for the feedback! The original level duration was meant to be 60 seconds but we accidentally made a track that was too long and wanted to coincide the end of the track with the end of the level. We'll fix this up for the upcoming post jam patch and keep in mind for future jams.
@ryder-the-first Thanks for playing! Yeah we'll have to fix up that bubble(?) gun, it seems to be the number one thing people didnt quite like.
@kirbloid Thank you very much! Im glad you enjoyed all the elements. We worked really hard over the weekend.
@initialposition Nice to see you again sir! Thanks for dropping by and leaving some feedback. Getting a compliment about particles from the particles master himself is a true honor.
@dominikam33 Thanks for playing and leaving a comment! :D
@arya-s The one and only Arya! Thanks for playing and leaving some feedback. Yeah we might have to zoom out a bit during the combat sections, it seems that lots of people had a similar sentiment.
@Hakro Thanks! We worked really hard throughout the weekend to add as much content and polish as we could. Your comment is the best reward :D
@skvader-418 Yup! That's 9 out of 9. Perhaps we should've made that more clear haha. Thanks for playing and leaving feedback
@cdunham Thanks for playing and dropping by! Yeah the riddles were pretty easy. They were meant to be more obscure but didn't fully get a grasp on that side of the game before it was too late :P I will definitely use your feedback for the powerups when we make the post-jam version
@bassilij Thanks for playing and leaving feedback!
@david-yates Beautiful comment! Thanks of for playing and leaving your feedback. I agree that the framing is arbitrary and didn't really connect. Perhaps we're going to set up a garage sale for the devil, where he sells random items. Needs more workshopping for sure...
@caeonosphere 9 out of 9! Nice work! Yeah we'll definitely do something to adress the feeling people get when playing where theres not enough space on the screen to see the enemies coming.