Chalkboard Deliveries by Locke8
A Real time delivery management game about performing deliveries.
Your objective is to control a set of vehicles in order to complete your contracts. The more contracts you complete, the higher your score. Find the most time-efficient way to employ your vehicles and transport items across the map. The game ends when all mandatory contracts are completed.
Detailed Instructions on how to play the game are built into the game itself.


Ratings
| Overall | 1094th | 2.974⭐ | 21🧑⚖️ |
| Fun | 1117th | 2.684⭐ | 21🧑⚖️ |
| Innovation | 695th | 3.211⭐ | 21🧑⚖️ |
| Theme | 462th | 4.026⭐ | 21🧑⚖️ |
| Graphics | 727th | 3.474⭐ | 21🧑⚖️ |
| Audio | 703th | 2.694⭐ | 20🧑⚖️ |
| Mood | 1008th | 2.947⭐ | 21🧑⚖️ |
| Given | 42🗳️ | 16🗨️ |
Interesting visual style.
It's a relaxing game with simple but really cool artstyle and music. I think it's a nice delivery game.
Nice work!
Otherwise the game seemed like it would be really fun to play. The art was simple but consistent and clear, the music was relaxing and the premise seems promising. Unfortunate that I was unable to play it more.
EDIT: Looking at the screenshots right now, I guess I also couldn't figure out how to set those path points. It's really a bit much right at the beginning :/.
If the interface was much more polished I can imagine it being very fun to optimize routes. Depending on what you want the focus of the game to be I think having a separate planning phase and execution phase could work better, where you would need to tightly optimize throughput to meet the time limits. As it is the game is mostly about micromanaging units, which is fine but less interesting to me personally.
Also not sure if this is just a godot problem or if you could fix it, but the html version on firefox just showed black after the loading screen.
Thinking back to it, i think that making routes separate from individual vehicles would of indeed of been a better choice, perhaps allowing players to move each separate waypoint individually would of also make it better, but unfortunately we didn't have much time for polishing.
Had some small annoyances:
- Units loading up with wrong materials, can't dump them.
- Units on top of each other
- Units not loading when materials got delivered after they arrived.
- no selection indication.
Besides this, kept me entertained for a while. Well done!

Also - what version of Godot are you using? I've noticed this jam that most (if not all) Godot 4 games have problems with the WebGL version, as they don't start for me at all when played in an iframe (like on itch.io), returning an error "The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)". Depending on the game, it can sometimes work when opened in a separate tab.
There are also occasional problems with unit selection and orders. At one point, I had the same issue ski11az had - it looked like trucks were not "unselected" and trying to issue orders for one truck issued it for all previously selected trucks. The other issue is the trucks don't wait for the order to be confirmed. The tutorial text says you can shift-click a path, then either confirm it with Q, or mark it to be looped with E. My problem is the trucks don't wait for "Q" and start moving immediately, which means if I want to make a looping path, I have to move quickly and finish the entire path before the truck reaches its first point.
Other than these issues, I think it's a great game. It feels a bit like a simplified Transport Tycoon, where your main focus is on just transporting the goods, without worrying about stuff like building roads between locations. The art style is simple, but that works in the game's favor. It also looks pretty good. :) One thing I think could be changed is to lose the transparency on the truck and buildings - the grass being visible through them looks a bit odd, and I think if they weren't transparent it would make everything look much clearer.
The mellow music worked pretty well. The game feels like the music should be faster, but it being so chill actually helped me relax enough to set up some proper pathing on multiple trucks and progress further. ;)
The music is okay, but it lacks a lot of polish and humanity. As a concept, this game has promise, but I think it needs a lot more work on the player experience to keep it fun and engaging without overloading the player with 200 concepts at once and hoping that they remember it!
Cute art style, and I found the music fine.
The way the information was delivered to you was rather difficult, and I had to mess around for a couple minutes.
I liked plotting paths throughout the map, but the way you put down paths was wonky at times. Sometimes the truck would move unintentionally while I was plotting a loop, making it quite messy as it deletes the waypoints. I think looping would be more effective if you didn't have to trace a path twice over. Instead, just drawing a single line, and a vehicle would just go to one endpoint to the other.
I wish I could have used vehicles in conjunction: like a ship dropping off materials at a port, and a truck driving it the rest of the way.
I think a 'pickup' order could be useful. Vehicles picking up materials accidentally on a route was annoying, as I had to drive it to the proper place to dispose of it.
The UI could use information updates like how many materials were left in an order. Also, it was a bit confusing to find all of the necessary resources and collection points, as not all names told you where the place was.