Rawnhill Post by grizeldi
Rawnhill post is a puzzle game in which you will take the role of a courier service dispatcher and coordinate the delivery trucks to get the packages to their destinations as fast as possible.

About
Ready to deliver some packages? Rawnhill post is hiring dispatchers to coordinate their delivery trucks. Step in the shoes of a courier service dispatcher and work around the winding one way roads, construction sites and other road rage inducing annoyances of Rawnhill in this turn based puzzler.
How to Play
Your objective is to successfully deliver all the packages using the delivery vehicles assigned to your command. Each level will be considered completed when all the packages have been successfully delivered.
You need to move all the delivery vehicles before the current turn ends. If a delivery vehicle has no possible moves left, you can restart the level from the pause menu using the ESC key.
Use WASD to move the camera and QE to rotate it. Restart the level with R.
Screenshots




Credits
- grizeldi: Programming, UI
- PickyDogFish: Game and Level Design, SFX Selection
- Spadey01: 3D Art
- TheRedDevil: Programming
- negdo: 3D Art, Art Direction, UI
SFX and music from various online repositories.
Tech used
- Engine: Unity 2022.2.16f1
- 3D Art: Blender 3.5
- UI: Figma, GIMP
- No AI art generators of any variety were used
| Linux x64 | https://grizeldi.itch.io/rawnhill-post |
| Windows x64 | https://grizeldi.itch.io/rawnhill-post |
| Original URL | https://ldjam.com/events/ludum-dare/53/rawnhill-post |
Ratings
| Overall | 404th | 3.735⭐ | 36🧑⚖️ |
| Fun | 559th | 3.471⭐ | 36🧑⚖️ |
| Innovation | 664th | 3.25⭐ | 36🧑⚖️ |
| Theme | 71th | 4.426⭐ | 36🧑⚖️ |
| Graphics | 318th | 4.103⭐ | 36🧑⚖️ |
| Humor | 932th | 2.448⭐ | 31🧑⚖️ |
| Mood | 817th | 3.279⭐ | 36🧑⚖️ |
| Given | 59🗳️ | 50🗨️ |
I might be a bit of an idiot, but I didn't actually realize in delivery squad that you could move two different cars, so I thought my car was bugged for awhile. This probably happened because I skipped levels and missed the obvious progression, but could be nice to make the ring around the active car more obvious (either through more contrast on the color or size).
Also the whole introductory to the game was smooth and well planned. I had a great time playing this!
First of all, you had the best music of all. I don't know, it could be elevatorish to some but it just really is my style. I wished the menu bgm could go on for longer but the main theme was very good too. Can't say I liked the stage ending resetting it though.
And the puzzles.. you and pigeon post principle made me rethink about puzzles. How on earth do you make these? Does it just come to you? I've never tried before. It seems like one thing to solve puzzles totally another to make one. Really made me want to try out making puzzles the next run. The difficulty was just right - a bit challenging but rewarding, and very creative too.
edit: Hey, you opted out of Audio... that's too bad, I really meant it when I said I loved your bgm the most. On second listen though, just because I felt like it.. ramps are fine but you gotta pay it off at some point, y'know what I mean? It felt like a prolonged intro - I mean, it is an intro music - but it felt like it was going somewhere and it didn't. You have a repetitive harmony and then boom you introduce a new chord progression that resolves that tension.
Sorry, I'm being nosy. It's because I really liked your instrument arrangemnt and audio production. Well.. carrying on..
We opted out of the audio category because none of the sounds (both SFX and music) has been made by us, just selected from the tons of available songs in various free music/SFX pools online. SFX is mostly from the Soniss GDC bundles and if/when Picky sees this, he can probably also tell you where he got the music from.
During playtesting, we noticed the problems with the music resetting when a level is restarted or when you switch from main menu to a level that you mentioned, however the way how things are implemented in the engine prevented an easy fix while still meeting the deadline. It might be included if we ever do a post jam build.
Really enjoyed the puzzles and the fact that each and every one of them had an optimal route as well as a default one - this certainly increased the replayability of the game. Interesting mechanics with the different vehicles - and wow, I'm always intrigued by the amount of levels some people can put in a jam game haha.
Super polished and well made, congrats!
The music is also kinda relaxing, that's pretty cool, and the audio feedbacks are satisfying as well. Congrats, really great work! :)
As grizeldi said, we didn't make the music and SFX ourselves, that's why we opted out of that category. I found the music on pixabay, and I thought it fit with the game pretty well :)
As for the puzzle design, I had [GMTK's](https://www.youtube.com/@GMTK) recent series about making a puzzle game in the back of my mind when I was starting out.
I started out by listing all the different mechanics we thought we might put in the game. Then I made the introduction level to figure out how im going to be drawing out the levels in google sheets. I then proceeded to try designing a tutorial level for each of the mechanics, but later I decided to change the movement speeds so I scrapped all of them and started from scratch again haha. Introductory level, tutorial level and two additional (slightly harder) levels for each mechanic. For each one I had a bit of an idea of what I want the player to do or learn. First just how to move the car, what the goal is, expanding on that a bit with some harder levels, and then introducing a new mechanic in another easy level that makes use of it. Sometimes I wanted the player to do the wrong thing first, and then try again to find a better way to finish the level. I was trying to not overwhelm the player by introducing a lot of things at once, but I could still do a better job at explaining the basics. For example I didn't mention/make it obvious that vehicles can pass by each other, but can't stop on the same tile.
All in all I feel like the progression is okay, but a few harder levels are missing. It's too easy to collect the golden stamps, except for a couple levels. But we were running out of time, so we focused on other things. And I don't think I was mentally capable of designing more levels the last evening of the jam haha.
Did you maybe find that the levels progressed to slowly or were too easy? After designing them it was hard to tell what the difficulty really was :P
If you have any more specific questions I'll answer them when I find time.
Maybe you could have the packages in the trunks of the car and the packages could be color coded. Something like this :smile:

In return, I do feel like I can give this perspective: the difficulty and amount of levels was just right, at least for me. No need to overestimate players' ability & patience, they don't have the same perspective as yours who made and replayed the game mechanics many many times, especially for game jams. I guess the last level could've been a tiny bit harder - it definitely wasn't the hardest for me - but that's the only thing I can think of at the top of my mind rn.
I first tried the Linux version but it simply crashed with a Segmentation fault. I then tried the Windows version with Wine and it worked fine.
The game felt like it is running in 30 FPS or something like that; maybe that's a problem of running it under Wine emulatorm, though usually games run without problems using it. The cars' movement felt a bit clunky, especially on the turns. I guess they move in a straight line with a 90-degree turn and smoothly rotate at the same time, which looks weird; probably better turn them in a circular curve and use the curve's tangent vector to compute the car's rotation.

The cars do look a bit wacky while turning, but it ended up on the "fix if there is time" pile. There wasn't enough time 😅
Yes, my machine supports Vulkan and Unity games usually work fine (not sure about the Unity+Vulkan combination, though...).
You actually can polish it and public for mobile devices - it might be a pretty good small logical game, consider this after the jam :thumbsup:
- sometimes it was hard to see the vehicles (on this one level I thought there were 2 cars and was surprised when the game pointed out there was a third one to move)
- the indications of where to take the packages looked like packages themselves, which felt weird