Uberroo by Saryah
Uberroo - Hop to it!
Get ready to deliver with a kick - as a fast food delivery kangaroo!
Ride your bike throughout the city and collect the orders from these very legitimate restaurants, and deliver deep-fried goodness to your hungry customers, but watch out for the seagulls who want to beak off with their food, and make sure you check your order numbers - you don't want to get a bad review do you?
With lightning-fast reflexes, you'll be the ultimate delivery hero!
How to Play
- Movement: [WASD]
- Speed boost: [SHIFT] Note: Boosts for 3 seconds before needing to recharge
- Collect order: [E]

| Link | https://github.com/schme16/Ludum-Dare-53 |
| Link | https://schme16.itch.io/uberroo |
| Original URL | https://ldjam.com/events/ludum-dare/53/uberroo |
Ratings
| Overall | 1075th | 3.011⭐ | 47🧑⚖️ |
| Fun | 1068th | 2.807⭐ | 46🧑⚖️ |
| Innovation | 1143th | 2.545⭐ | 46🧑⚖️ |
| Theme | 377th | 4.111⭐ | 47🧑⚖️ |
| Graphics | 800th | 3.318⭐ | 46🧑⚖️ |
| Audio | 570th | 3.193⭐ | 46🧑⚖️ |
| Humor | 439th | 3.352⭐ | 46🧑⚖️ |
| Mood | 938th | 3.095⭐ | 44🧑⚖️ |
| Given | 70🗳️ | 77🗨️ |
Some thing's I'd suggest are more obstacles - like cars that drive through the street. I only saw one seagull in the game and it didn't really pose much of a challenge. Also, I still don't know why it sometimes says that I've delivered the wrong order and sometimes the right one. A bit of explanation about that mechanic would be great too.
I was confused about why my orders were wrong. Could just be me not checking the number correctly.
I think you guys made the bike too slow because you guys didn't have much of level (I am talking the size of the world). You guys could have said how to evade the birds (It took me nearly 10 mins to figure out!)
Great music and could have sfx!
Great submission!
Also play my game!
We definitely wanted to have more in-game instruction, and a larger level, but ran out of time to do so.
Thanks for playing, really appreciate the feedback.
Maybe I'm just too bad at that genre, but I guess I missed mainly two things: I couldn't really tell if the speed boost is currently active - the speed difference seemed too little to really see any difference. And (going in the same direction) it would have been great to see if the speed boost was currently recharged and ready to use. Without those indicators, I found it hard to get a feel for the speed control.
The main idea was fun, though! And using seagulls as enemies is a hilarious idea. Didn't see the first bird coming, I was really surprised. :D
The graphics are well done, the parody fast food buildings looked great, and the main character was very detailed. The UI also looked very refined and unique. I also loved the music, I'm currently humming it as I write this comment!
As for the gameplay, the main thing I didn't like was the lack of any feedback for the boost mechanic. Having an invisible cool down made it feel really unresponsive, almost like it was broken. If you didn't have time to create a cooldown bar, I think it would have been better to not allow the player to use the boost until it's fully recharged so they don't end up with unsatisfying mini-boosts. Also, I didn't even realize the seagulls had an effect on gameplay since they never really got close enough to do anything. I guess that's more a balancing issue than anything.
Overall though, great job on an almost complete Uber simulator!
The same is true for the level, our original idea was to have a 10 street town, with the restaurants in single block and the houses in the outlying blocks, as well as have the customers give you fake reviews that you could see on the phone app, all cut due to time.
@nikaz @flying-dog-fish: Adding obstacles to avoid is a great idea, we could have even had things like trashcans that you could knock over and distract the birds with the trash!
@surfa @gog @goddoesplaydice: Thanks heaps for playing, we really appreciate the comments and feedback!
Cheers for the feedback!
The movement felt way too slow, even with the boost.
Well done for having achieved to create all these things with only 2 people. I love the music
Juts, on my side, the player was very slow too even with the boost. I take a look on the source code, in ```data/scripts/PlayerScript.cs``` I think the var ```RigidBody``` should not see its velocity modified on Update Function. It's better to use FixedUpdate for the physics and might explains why it is so slow on my side. :smirk:
You're absolutely right, it *should* have been in FixedUpdate, doh!
@gordienkogames Thanks for playing!
