Delivery Dungeon by Buni
Delivery Dungeon
This is my first Compo entry!
Your goal is to deliver packages to homes to make them happy.
Please play the provided tutorial!
controls:
- W,A,S,D - move
- left click - throw package
- m - map
tools used
- Engine: Unity
- Art: Gimp
- Music: SFXR, Chrome Music Lab
- Font: Thaleah_PixelFont
please rate my game and tell me what I can improve
thanks for playing!
| GitHub | https://github.com/buniql/LudumDare53 |
| Original URL | https://ldjam.com/events/ludum-dare/53/delivery-dungeon |
Ratings
| Overall | 267th | 3.321⭐ | 41🧑⚖️ |
| Fun | 187th | 3.436⭐ | 41🧑⚖️ |
| Innovation | 240th | 3.205⭐ | 41🧑⚖️ |
| Theme | 264th | 3.641⭐ | 41🧑⚖️ |
| Graphics | 295th | 3.154⭐ | 41🧑⚖️ |
| Audio | 280th | 2.808⭐ | 41🧑⚖️ |
| Humor | 82th | 3.564⭐ | 41🧑⚖️ |
| Mood | 223th | 3.192⭐ | 41🧑⚖️ |
| Given | 25🗳️ | 35🗨️ |
My favorite parts:
- I liked how the house "corpses" blocked the players path
- There were a lot of upgrades which made the game feel it had more depth
My suggestions:
- The economy felt a bit unbalanced. I struggled to collect any money, before finding the 'big coin'. Maybe you could have ensured that there was always a cheaper option to buy?
- The SFX were repetitive and a bit annoying
But there are a couple of inconviniences:
- it's not clear where are hitboxes of things, I'd expect that player's legs would be inside hitbox, but apparently I couln't collect coins with my legs;
- The font is hard to read especially on the bright colored cards;
- When I bought more movement speed, camera wasn't able to catch up with me, so I couldn't see where I was running, I ran into a house and died :( I'd suggest to zoom out camera a little, or move it in such a way so I can see where I am going.
I feel like getting mainly 1 coin, up to 3 on occasion from defeating houses wasn't worth while, while collecting the 100g from the crown spot is a better time investment considering the prices in the shop.
It took quite a while to clear the map, the enemies take quite a punch, they split and the reload is quite slow initially.
Sometimes small houses would split into 2 big/medium houses which seemed strange and an unpleasant surprise.
At first I see objects moving towards me I run away, so I missed the tutorial part which speaks about coins and the shop. I figured it out later.
Also I wasn't sure how the coins were obtained and wasted a bit of time clearing houses that gave no gold.
The boss was hard, and he spawned houses on top of me? I was wondering why I would I take movement speed when I'm so fast or invest in health (I only got hit by the boss).
It is a bit hard to see where one is going.
Also it didn't start in Firefox, got it to run in opera.
It would be nice to have some timeout after getting hit, so that there was a chance to move away from the enemy, and not get damage in the next few frames. If it's there, it's better to make it more visible.
The first attempt I went through everything with absolutely no improvement. I saw that the game says you can upgrade at the truck, but no screen came up. The collision boxes for triggering certain things should be made bigger. Either at the truck or at the character himself who pulls in coins. Although in the second case you can increase the speed of pulling coins, because the waiting turns out to be quite long.
I understand that these are the limitations of the Compo, but it would be nice to have some elite enemies who would repeat something of the boss' actions on a small scale. You could see examples in The Binding of Isaac or Dead Cells. The latter example is even more illustrative, because the location in front of the boss is populated by an enemy repeating the enemy's movements, and the player will have time to get used to them, and it won't be a surprise for them anymore. It's not necessary for this game, it's for future projects ;)
I was a little confused at the beginning. I show up in the game and something is slowly coming at me. Only then I realized that they are coins, and they need to be collected. Better to do coin pulling in via Tween animation or some Lerp functions, so that it pulls up to the player in a specific amount of time at once.
In games with a camera at this angle, it is best to do a collision on the legs of the character, and not on the torso. Here we see the height of the character. Coins received above or below the character should be attracted to the legs, as they are on the floor, not at the level of the torso.
Don't think that I didn't like the game. I had really fun playing! Subsequent attempts with upgrades were quite fun to play.
It's clear that there won't be so much balance, but it was interesting to upgrade the box regen to the maximum and the like.
That's a nice entry for Compo. It was entertaining!
Some comments:
- Houses splitting into sometimes larger houses was funny (although a little unfair at times).
- Really liked the variety of the upgrades
- Base movespeed was a little slow for my taste, but maybe my speedrunning habits are kicking in here :)
- Death screen felt too long - me being bad meant I saw it too many times :)
Killing happy houses is understandably required to avoid blocked paths, but felt strange (the house is so happy)
Small coins did not feel worthwile (too slow and too little money), making the game a bit more grindy than it could be.
The boss house is funny - but i am not really sure if that still fits with the delivery theme. It spawning houses directly on me felt a little unbalanced and allowed the boss to lock me against a wall effectively instakilling me
Suggestions:
- I wish i could pick up missed packages
Enjoyed it overall - thanks for publishing this!
The projectile collision could be better, sometimes they are blocked by the walls even if they're quite some distance away.
The game does speed up later in the game once you get the upgrades, but it is really slow at the beginning. For my second upgrade, the options ranges from 21 to 36 coins, at that time I have to take nearly 10 seconds to get one coin, which translates to about 5 minutes (including travelling through the map) just to progress one upgrade. 5 minutes isn't too long for a proper game, but is definitely too long for a game jam game where ppl don't usually spend much time to play.
Having the "Map" hotkey on M makes sense, but when the player's left hand is on WASD and right hand is on the mouse, it's very awkward to reach it. Perhaps add an alternative binding to the map? For example Q or E or R or F or G or even Crtl or Shift.
I like this game idea and upgrades are nice idea