Famous Delivery Man by justslavic
Play as a famous delivery man! There are packages to deliver everywhere!!! Features: - Rocky terrain difficult to cross over (pressing space to double jump might help you, but you never know for sure) - Collect packages along your amazing journey! (by stepping on them) - Earn points by delivering packages to the postbox (it looks like a blue-ish rectangle)

Ratings
| Overall | 355th | 2.976⭐ | 23🧑⚖️ |
| Fun | 291th | 3.045⭐ | 24🧑⚖️ |
| Innovation | 333th | 2.864⭐ | 24🧑⚖️ |
| Theme | 253th | 3.682⭐ | 24🧑⚖️ |
| Graphics | 374th | 2.568⭐ | 24🧑⚖️ |
| Humor | 244th | 2.658⭐ | 21🧑⚖️ |
| Mood | 379th | 2.262⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 23🗨️ |
I'd say the game stars too fast - it's only a few milliseconds and I'm already hit by a stone, having the feeling that I need to quickly figure out what to do or I will lose. I see two simple ways to prevent this: firstly, start with a slow player speed, and increase it with time/delivered packages, and secondly start with a field of no stones and gradually increase the density as the player moves forward.
The fact that you don't have some notion of a health bar and basically can't lose is actually great - the player feels less punishment this way, and there's no pressure, just chill jumping around.
Speaking of jumping, it took me some time to realize you can jump in the air - maybe worth mentioning this in the game description? Also if you spam space bar while the being hit animation is played, all the jumps are applied when the animation ends and you end up skyrocketing high up. Not sure if this is a feature or not :)
The problem with the speed, as I discovered just now is because my linux platform layer isn't finished at all, so I pass the dt=0.33333f every frame, which results in this fast speed. I am sorry you had to play broken build, but I had no time nor energy to fix this :(
I promise I will fix this issue for the next game jam!
I know about other issues like skyrocketing high up or collision detection problems, but couldn't fix it in time, I am sorry as well.
All those issues arise from the fact that my "enigne" (just a platform code really) is not ready at all, so I had to implement basically everything from scratch except window and draw_rectangle routine.
+ Sometimes the stones would generate on top of each other and it was annoying when there was like a 1 pixel difference, not enough to stab you toe yet it counted as a hit. Or when there was very little gap between stones on same level it felt like the player should reach to the other side, but he didn't. Maybe allow 1 or 2 pixels of error on player part, or don't generate objects on top or close to each other (destroy them if they end up generated in an unfavorable place)
+ I liked that having extra "packages" reduced your jump height and were positioned behind the player.
Sorry for the stones, the game has some collision detection problems, and I didn't have knowledge and time to fix them.
The thing about double jump is interesting, I will try it next time, because it feels weird to me too.
Thank you a lot!

The game was quite simple, but there was something nice about a score-based game where you can't lose, just accumulate points indefinitely. There were also a lot of neat touches, like the Roman numerals and making the packages actually weight you down by reducing jump height. There were some bugs too - like the aforementioned infinite empty space at the end, and I also encountered some of the bugs the other commenters reported - but other than that, good entry!
Thank you for playing my game! Unfortunately I couldn't fix all those bugs in time, but I hope I will learn how to deal with those for the next jam :)
p.s. I didn't implement text drawing yet, so I just use triangles to draw a "glyph", and to save myself effort and time, I decided to use roman numerals because they require less glyphs to represent the same number, that's why I use roman numerals :D
That's how I eyeballed the vertex buffer and index buffers for them :D

Gameplay and GG sprite remind me Death Stranding, lol. =)
Good job!
Some passages felt impossible to master without running into a rock, just because if you jump over one you will fall into the next (or the one after that with double jump). And I feel like I have seen the delivery man somewhere else before :D
Felt pretty smooth. Only thing that took me out of it was the small delay "spawning back in" any time I hit a rock and got pushed up. Kind of wish it was quicker to get back into the action each time.
Also would have loved some music or sound effects.
I admit all the downsides you mentioned, I will try to do better next time (I'm gonna learn how to use XAudio2 and ALSA, so I expect to put sound on the next game for the jam).
Nicely done. The next ones will be even better :)
Cheers