The Doldrums of Delivery by Flaterectomy

Hi, package for... ARQ-311? Is this what my robotic life will be from now on, or am I working towards something greater?
The Doldrums of Delivery is a small text adventure set in Metropolitan Spike City, an immense ringed city-tower where you are one of many many robots, and your job is to haul parcels around and deal with difficult recipients. How exciting!
This is my 5th text adventure Ludum Dare entry after LD47, LD50, LD51 and LD52, created in Twine, and my 18th consecutive Ludum Dare entry overall.
🎮 ➡ PLAY 'THE DOLDRUMS OF DELIVERY' (WEB)
:joystick: Controls/How To Play
- :map: Click on the directions to move around. You'll be given some direction, but try to learn the layout of the city.
- :speaking_head: Click the choices in conversation to make decisions
- :star: Level up your Empathy, Reasoning and Intimidation skills to make your job a little easier
- :musical_note: There should be music playing, the left sidebar gives you mute/volume options

:exclamation: Notes
- Created with Twine, using HAL v2.3.0., written with help from ChatGPT, and music made in FL Studio.
- Made in about a day and a half, time was lacking due to more important social obligations -- Happy birthday dad!
- Not playtested by anyone other than myself, I would love to know if you run into anything game breaking.
- Additionally, there will probably be typos. If you notice any, I would be happy to hear about them.

:family_mmb: Credits
:notebookwithdecorative_cover: Blog Posts
Ratings
| Overall | 1076th | 3⭐ | 28🧑⚖️ |
| Fun | 1155th | 2.577⭐ | 28🧑⚖️ |
| Innovation | 880th | 3⭐ | 28🧑⚖️ |
| Theme | 969th | 3.423⭐ | 28🧑⚖️ |
| Graphics | 1035th | 2.62⭐ | 27🧑⚖️ |
| Audio | 486th | 3.365⭐ | 28🧑⚖️ |
| Humor | 689th | 2.917⭐ | 26🧑⚖️ |
| Mood | 946th | 3.08⭐ | 27🧑⚖️ |
| Given | 28🗳️ | 37🗨️ |
I get the idea was to force the player to learn the layout themselves, but there is no way that's happening with the number of different rooms this game has. I even started writing them down on graph paper, but there were just too many. It's a big investment to memorize this many rooms all at once. I think I would have started the player off making deliveries only to level 4, then expanded outwards. That way, you're constantly learning a bit at a time instead of being expected to either memorize (or write down) every room right at the start, or just give up and wander around until you stumble into the correct room. And then once you have everything memorized, the rest of the game is just rotely executing a series of movements. Rolling the two gameplay processes together would have made for a better experience.
The movements could be more intuitive by arranging the buttons on the screen in a diamond pattern. Then I can just click the button that corresponds to the direction I want to go instead of translating from map direction to cardinal direction to dialogue option. The menu-based system adds to the busy-work feeling of navigating the tower. If that was intentional, that's fine. But I'm not a fan.
I think what I mainly I didn't like is that the writing (which I think is the entire point of making a text adventure, so you can spend more time writing and less time programming) doesn't really matter for any game events. In I Require Human Parts, all of the text described game events and rooms with real in-game functionality. It matters that this person has a cyborg heart and not a real one. Here, only a small percentage of the text you're presented actually affects the game. It's not so much a text-based game as a game with text on the side.
Sorry this feedback is all negative, but I hope it was constructive.
There is a pretty simple system to the structure of each level: they are all a circle around an elevator room (think your keypad around the [5] key in the center), with two of the up/down connections being in a different spot than the center. Honestly, knowing the system, I myself mostly remembered the vertical routes and simply circled around the target levels without remembering the exact location of my target.
The diamond-pattern navigation is a solid idea that would probably take me half a day make, but it would also make navigation *too* easy given the basic grid of the city levels. I had meant to add something of a simplified visual map (like the one people barely noticed in I Require Human Parts), but I ran out of time with just a day and a half available.
As for the writing, I again agree. I used ChatGPT to give me ideas in bulk for descriptions and dialogue, that I would only need to slightly edit about half the time. But I feel it does create for text that *doesn't really matter* in the end. I was impressed how well ChatGPT keeps to the entire conversation we were having, so it remembered location names from before and some of the world building aspects came from there.For example, I had asked for district ideas based around the theme of each level, and at the end of the day when I asked it to generate things that robots might say during the random encounters, many of them referred to events in those districts.
That said, all that writing is indeed world building more than that it creates active game elements to interact with, which I am generally okay with (a story doesn't *need* to be all plot, either), but it doesn't delve too deep and doesn't make for engaging navigation. The original plan involved more things to do in the city (outside of getting a job at ACE on Level 4 and upgrading firmware at Robotics Research on level 6), and having the random encounters also offer skill check challenges. If only there was time. :smile:
Great feedback, thanks a ton! :heart:
The minimap in I Require Human Parts was definitely useful to me, but it is kinda tucked away up there. I can see how people missed it. (I actually had to go back and check because I remembered the game's UI very differently in my head.)
When it comes to creative writing, "text that doesn't really matter" could be ChatGPT's tagline. There's a reason people mostly use it to write cover letters and business emails. It's impressive, given how much better it is than other language models from just one year ago, but we have a ways to go before it can write stuff worth reading.
Another thing I noticed is that there's no real reward in the end of delivery. When, after struggling through the level for several minutes, I end up in a right corner of the world, I have two options, that are picked somewhat randomly: I may fail to convince the recipient to take the package (why are they so stubborn, by the way?), so I won't get an exp point and have to do the same thing again without advancing at all, or I may succeed and have another frustrating trip to the upgrade center, because there no option to fast travel there. Why having the option to travel back to the distribution center, but not to the research facility?
Lastly, random encounters seem to have no meaning. If there are more interaction options to unlock later, I'd rather have them greyed out with a clear indication of requirements. This way, I'd have the purpose to enhance my abilities.
As much as I want this game to succeed, right now it only it only succeeds in causing the misery. Which is not bad, if it was intended. Not all games are made for being fun after all. :) From the technical side, the game is good! I like the color palette, styles of buttons and the font choice. Notice signs look just like in real life, I didn't even know you can do such things with Twine. I'd like to play more of this game, but I'm bringing the notepad next time! :D
Thanks for reading my comment. Here's my playthrough, if you'd like to watch it:
https://youtu.be/_ZMwdztWoXk

> The city map!
The game play loop itself isn't a *fun* one, it's a slog to get around if you're not hyper aware of the layout like I am, and there's a significant chance you fail the delivery and miss out on the XP. In retrospect, a delivery should always give XP whether it's successful or not, and the amount of successful deliveries should have been what unlocks the victory condition rather than leveling up each skill bonus to +3. (The robots being difficult and emotional rather than straightforward and logical was a juxtaposition that amused me.)
Fast travel to the research facility is simply something I never even thought about. The return to the distribution center was kind of a spur-of-the-moment thought at the time. A fast travel option that appears after the player has visited it once might've been a nice touch.
The random encounters are indeed mechanically meaningless, and mostly there to add some life to the city. They were *meant* to be proper obstacles, but again... no time. :sob: I go further into it in this [final thoughts blog post](https://ldjam.com/events/ludum-dare/53/the-doldrums-of-delivery/the-doldrums-of-delivery-final-thoughts).
This weekend I successfully coded a small map mechanic to see if I could even do it. I am debating whether I want to work on a post-jam version; I am not sure this game could ever be truly *fun* to play, but on the other hand it'll probably be a good exercise.
Twine outputs HTML/CSS, so with sufficient wrangling you can do some fun visual stuff.
Again, thanks a ton for your thoughts and the video! :heart: