Deli's Whale Delivery by theguy

Do you think you are capable of handling the day to day work of Deli's Whale Delivery Service in space? If so, come test yourself! Plan your routes, load your cargo and deliver it. But stay alert, because in space a lot of danger awaits you.
Every day you start fully refreshed, but when you get captured by space pirates the company has to close down. Also Deli has a sensitive stomach, so don't fly too wildly.
How to play
Map
- Click on two planets to plan a route between them
- Only routes that are connected to the home planet (blue outline) are allowed
- If you miss clicked, just click on the two planets again to remove the route
Cargo Loading
- Drag the packages onto Deli's cargo bay
Flight
- Use WASD or arrow keys to steer Deli
- Steer to violently and Deli gets sick
Made with
- Godot 4 (link) + GDScript
- Aseprite (link)
- GIMP (link)
- Bosca Ceoil (link)
- jsfxr (link)
- chasm color palette (link)
- Kenney's Rocket Font (link)
Bugfixes after Submission
- Fixed scene transition after completing the first planned route
- Fixed fullscreen for embedded version
- Fixed wrong score calculation after puking
Ratings
| Overall | 200th | 3.537⭐ | 29🧑⚖️ |
| Fun | 228th | 3.278⭐ | 29🧑⚖️ |
| Innovation | 134th | 3.556⭐ | 29🧑⚖️ |
| Theme | 103th | 4.13⭐ | 29🧑⚖️ |
| Graphics | 164th | 3.685⭐ | 29🧑⚖️ |
| Audio | 116th | 3.593⭐ | 29🧑⚖️ |
| Humor | 113th | 3.346⭐ | 28🧑⚖️ |
| Mood | 152th | 3.481⭐ | 29🧑⚖️ |
| Given | 46🗳️ | 47🗨️ |
Interesting take on the delivery method, but great gameplay
A well themed side-scroller bullet hell.
Nice submission :)
Edit: After checking the rules again I noticed that I can fix minor bugs. So I fixed it. Thanks for pointing it out!
As a little hint: If you change direction while already moving Deli gets much more sick, than if you start moving from "standing still".
@tasakasama What trouble did you have? Are the instructions unclear or is the interface not communicating well enough? I think it is not really clear that you have to start from the home planet (blue outline), which can make it confusing with more than two planets. I tried to show this by manually designing the first two days to better show how the route planning works, but I think a bit of help text could have made this much more clear. Just didn't have enough time left unfortunately.
Regarding the loading: The planets on the map can have packages that need delivering (you see them orbiting around them), if you have a route starting from such a planet it means you pick up the cargo from that planet and bring it to the target planet. So you have to load the cargo to Deli's back every time you pick up a delivery.
- good art style & music & sound design
- not easy to stay alive and also not sick (I didn't get higher than 2 days even once I figured out how to not die day 1)
- takes a while to restart the game when you die
Loading packages onto the whale was a nice touch.
One thing I would have liked was a graphic or animation of the whale vomiting would have added some more flavour to the continue screen.
Did you plan all the routes for the day? In the upper left corner you see how many trips you have to plan.
I guess it is too far away from the action so that you don't really look up there.
Object clicking detection seemed a bit off to me.. I had to click on upper parts of planets and packages for it to register and in the menu I actually had to click above the buttons (maybe that only happens on my non-standard 1920x1200 screen resolution). Planning routes is fun, but putting packages on the whale gets a bit tedious after a while. The whole flying through space part of the game was a bit too easy for me.
Thanks for the input I will check to see if I can find the problem!
making sure Deli doesn't puke was a bit too difficult for me to figure out (from reading the comments I see now how I could have done it) but I really like the idea! nice chill and relaxing atmosphere as well
@jpbaraky You actually get more score if you are flying a route with cargo on your back. It's just not communicated.
Adding the weight to the controls sounds like a fun idea. Thanks!
I think the sickness meter would have been a little more successful if the controls were analog, either through the mouse or through a controller input. Then it would be a bit more about moving very smoothly through the space rather then trying to find a spot that you can just sit in to not be hit. I can see that being very satisfying.
On day 2 I had to make it through a ton of space and you only get the 3 hearts the whole day. Some health powerups would have been great to see, or even just healing one heart upon arrival at a planet would have made the game feel a bit more fair.
Other than that, the controls are very precise which always feels great. The graphics are great, especially for Compo. Music and sound effects are very good too! One of the most solid entries I've seen this Jam. Thanks for making it!
Great job!
I really like the idea, especially since I feel like the movement fluidity and full control is a key part of many shmups - I think if you manage to figure out some better enemy patterns that allow this in a more fun way it could be a really fun interesting game, currently it felt a bit too hard (although im in no way a shmup afficionado so take it with a grain of salt)
Good job aside from the little mentions above :thumbsup_tone1:
:purple_heart: :dart: :frog:
Anyway. This can be a very relaxing game in a way... The 'sickness' mechanic makes it a sort of enforced zen experience -- if that makes sense at all.
The art is all over the place in terms of fidelity, but in such a way that it comes off as charming. The initial logo doesn't seem like much will be going on, then the whale is cute, but enormously pixelated, and then there are the more subtle 2d pixelart planets, connected with almost early 3D looking ribbons. If I where an art-critic I'd call it 'eclectic'.
(Having to drag the packages to the wale is a nice diversion that helps hammer home the theme b.w.t. -- Music fits the mood.)
I found that, while your score stays very low, if you instead of getting captured, make Deli sick (I should apologize to the whale, given what I did to them repeatedly...), you continue on with the next (stretch of) mission immediately, circumventing the pirates. This doesn't seem to be intended?
I think it would make a bit more sense to have a complete game-over -- from the text I think that was maybe what was intended (what would probably also work; the loss of a single whale-heart ... or maybe Deli needs to slow down a lot when they get sick).
Regarding the error: I also get this error in Firefox, but not in Chrome. I really have no idea where it is coming from or how I can influence it, since I just uploaded it to itch like I would other files.
Yes my art is all over the place, since I have zero art training and I am by no stretch of the imagination an artist. But I'm quite happy of how it came out in the end, even thought it's by far not perfect or good :sweat_smile:
The mechanic of "skipping" the trip by making Deli puke is semi-intentional. You get way less points than if you would have finished the flight as intended. So you get semi-punished for not finishing but it's not game over. But after recovering a bit, Deli is fit to fly the next route!
It is somewhat of a "cheat strategy" that you can make Deli puke all the time to get a good score or just make her puke when you only have one heart left so you get to the next day with full health again. But it would take you a lot longer to get a good score this way and its no fun at all (without even speaking of all the vomit floating in space because of that).
Thanks for pointing out all these points!