Crazy Post Office by ZenBreaker
In this game you try to get the packages delivered across the room through an obstacle course.
You can use components like pistons, bouncy walls and conveyor belts to get the packages from the delivery tubes to the package containers.
Can you safely manage to get many packages across?
NOTE:
You dont need to get all packages in, skip the level, if you are stuck in an endless loop. It just matters how many packages you get.
Component Controls:
Hold Left Click + Mouse Movement -> Move Components
Hold Left Click + Mousewheel -> Rotate Components
Camera Movement:
Right Click -> Move with Mouse
W,A,S,D -> Move with Keys
Space -> Move up
Ctrl -> Move down
Level Finished:
Times up
No moving packages
All packages delivered
Or skip a level to save all delivered packages
Available Components:
Conveyor Belts move packages in one direction
Pistons catapult packages through the air on trigger
Bouncy Walls to guide packages
Move or Rotate them.
Some are fixed though.
Try it out by clicking them! (Still missing an indicator)
| The Unity Project and all the created Assets | https://github.com/ZenBre4ker/LudumDare53 |
| Github Pages Deployment | https://zenbre4ker.github.io/LudumDare53/ |
| Original URL | https://ldjam.com/events/ludum-dare/53/crazy-post-office |
Ratings
| Overall | 353th | 2.983⭐ | 32🧑⚖️ |
| Fun | 252th | 3.183⭐ | 32🧑⚖️ |
| Innovation | 265th | 3.133⭐ | 32🧑⚖️ |
| Theme | 278th | 3.583⭐ | 32🧑⚖️ |
| Graphics | 375th | 2.567⭐ | 32🧑⚖️ |
| Humor | 330th | 2.054⭐ | 30🧑⚖️ |
| Mood | 369th | 2.426⭐ | 29🧑⚖️ |
| Given | 44🗳️ | 47🗨️ |
Good job, and nice stream :)
Showing the score would have been a great idea. There is actually no necessary package limit, would be probably better though. Once GameOver is hit, the level is changed and either you hit skip or time runs out, if you dont manage to get all in.
As the others said the graphics are a bit strange but not that bad once you get used to it, some kind of 2D isometric view may have been more suitable
Also, I can't seem to rotate the components using a touchpad.
@stefanholst Thanks, I was lazy and only used mouse input instead of the real unity input system. For touch I probably would have needed to implement some sort of gizmo. And definitely needs a better score system. If you get to the end, you get one displayed but no more. Thats right.
@harmadillo Thank you too, ah yeah I didnt notice that bug. I guess you always start in 3D in a new scene, but 2D is only saved on the UI not the new loaded scene, thanks for pointing it out :D
* I think an important thing for this kind of a game is that it's deterministic, that if you run one level three times without changing anything the same thing happens each time.
* It was a bit confusing when I could move some things and couldn't move others, maybe making the objects that are locked have different colors or the ones you could move have an outline or something.
* Starting with an inventory of pieces rather than having them already placed I think would have made it less hectic. A full inventory system for a game like this can been difficult to implement for a game jam but it could have just been something like a different colored box under the yellow area where all the pieces start.
* It was also somewhat annoying that you had to hold the left mouse button and use the scroll wheel at the same time to rotate something. A click to grab then click again to release would have made that better.
For the other things I agree, didnt had the time for that, but would have been much nicer. The pieces in a special place though could have been cool and simple, true. Thanks for the input.
Would have been good to have a different style for the objects you cannot move. I did not feel I "solved it" when I advanced a level, cos the complexity of the simulation makes it very hard to use strategy, but it's still surprisingly fun to play around with!
A little too difficult for me I think x)
The puzzle design was interesting. Spent more time than I intended to optimizing my setups. Nice work! :D
elevator strategy best strategy