Delivery Man by the3rdHunter
You are the delivery man. You deliver things. Do it quickly!
Controls: Keyboard * Move - WASD * Jump - J * Pause - P * Quit - Esc
Controls: Gamepad * Move - Left Stick * Jump - South Button * Pause - Start * Quit - Select
Objective
Run to the box, then deliver the box. Repeat until you run out of time.
Tooling - Engine - Unity - Art - Piskel - Gimp - Audio - BeepBox.co - jsfxr
| Link | https://github.com/mplouffe/DeliveryMan |
| Link | https://lvl-0.itch.io/delivery-man |
| Link | https://lvl-0.itch.io/delivery-man |
| Original URL | https://ldjam.com/events/ludum-dare/53/delivery-man-1 |
Ratings
| Overall | 288th | 3.226⭐ | 33🧑⚖️ |
| Fun | 257th | 3.161⭐ | 33🧑⚖️ |
| Innovation | 383th | 2.516⭐ | 33🧑⚖️ |
| Theme | 292th | 3.548⭐ | 33🧑⚖️ |
| Graphics | 195th | 3.581⭐ | 33🧑⚖️ |
| Audio | 175th | 3.387⭐ | 33🧑⚖️ |
| Humor | 285th | 2.426⭐ | 29🧑⚖️ |
| Mood | 210th | 3.267⭐ | 32🧑⚖️ |
| Given | 30🗳️ | 44🗨️ |
@castitatis I'm glad you liked the art. I really take that compliment to heart cause I thought you game looked amazing. [The Mailman is great!](https://ldjam.com/events/ludum-dare/53/the-mailman)
@shatteredmindofbob Thanks for the feedback! I should have added some feedback for what the confirm button was, or at least accepted more inputs for confirm so that you didn't have to search around. I'll adjust that in future iterations.
Regardless nice work on getting this done for the COMPO!
@cameronpenner Thanks for the feedback! I agree with you that coyote time would be a real nice quality of life improvement that I want to add to the raycast based controller I used. I didn't have time to add it in this jam, but it just makes the jumping feel better that it's a real high value add want in there. And I agree about the gamepad support. I feel like that's an absolute must! [Bad News Bear](https://ldjam.com/events/ludum-dare/53/bad-news-bear) is one of my favourite games of the jam so far. So charming and funny!
@zefphyer Yeah I noticed the typographical errors a little too late to do anything about it for the compo submission. It was the classic 'everything looks good in editor' and then when I did the build, the sizing was off. But I left building until too late and didn't have time to adjust stuff. The menus will definitely get another pass in the next iteration so I can clean that up. Thanks for playing!
@josh-bothun Thanks for playing! I agree that variable jump height would make the jumping feel better. Unfortunately I just didn't have the time to get that in during the jam. But definitely something I'd like to add if I iterate on this game. And now after playing [Skypost](https://ldjam.com/events/ludum-dare/53/skypost) I also want to add some epic leaps between flying islands!!!
@brineleaves Thanks for playing! I'm glad you enjoyed the minimalist vibe of the game. That was partly by necessity due to lack of time for this jam, but also something I'd been wanting to try for a while. This probably won't be the last time!
@nick-baggett Glad you liked it! After playing your game I want to make Delivery Man: Halloween Edition with 100% more gothic soul delivering.

Very very nice entry :thumbsup_tone1:
:purple_heart: :dart: :frog:
The first is the lack of visibility in the level. The camera is extremely zoomed in, and there is no minimap (or even a map of any kind). This made my first run a disaster, struggling to find my way through the huge world and barely delivering any packages. While it did create a sense of exploration - and my second run went way better as I'd memorized parts of the layout already - it was still a bit frustrating, as I kept reaching dead ends.
The second one was that the score and time system felt a bit opaque. I didn't really understand what determined how much score I received from each delivery, and even less the amount of time - sometimes I got only 3 seconds, while others it was over half a minute. Looking through the source code, I saw that it depends on the amount of distance (to the package itself I assume) - which is really smart game design! - but I had no way to know that as a player.
Overall, I really enjoyed it! Great entry! Here's my final score:

@purpledartfrog The UI issues are the result of me rushing near the end to get the build done, and not testing in browser enough. Lesson learned to test builds earlier. Not that it helps, but the screens look beautiful in editor! Lol! I'll adjust them in the next iteration of the game, but for this jam I feel like leaving the screens a little funky is good. Gotta embrace your mistakes and learn from them!
@glove Thanks for playing! I agree with you that the game would feel better with a minimap or more feedback about the direction you should take. I had a couple ideas for that. One was to have a series of waypoints that the directional arrow would point to, so that way it would be a better indication of where you need to go. Right now it just points at the location of the next package/delivery point and it can be a little misleading if there's a wall you need to go around, or if the path to the next location isn't a direct line. My other idea was to have a button that lets you zoom out to see the entire map so you can see where you are, where your destination is, and what lies between. Unfortunately for both of those ideas, I ran out of time to implement them for the jam. But I agree with you that something is missing there and would help a lot. Thanks for the feedback!
mine is a LOT buggier... so if you need to feel better ... you can spin by :wink:
Good luck with your entry... which is actually one of my favorites so far
@asieke Thanks for playing! I'm glad you liked it!
Liked it a lot!
The only nitpick I felt is that the jumps are too floaty.
Other than that, great entry !
@fabian-denter Thanks for the feedback! I really liked [Spirit Mail](https://ldjam.com/events/ludum-dare/53/spirit-mail). If anyone needs a break from frantically running around delivering packages in my game, check out spirit mail for a quieter, more reflective delivery experience.
@satacat Thanks for playing! I would have liked to add some way to win the game instead of it just being strictly an exercise in how long you can last, but unfortunately that got axed due to time constraints. I do like the idea of having some sort of way to win condition and I'll definitely look at add that in the future. Thanks for the feedback!
@hakro Thanks for playing! I agree the jumps could use a little bit of iteration. I think adding in logic so the jumps respond to how long you've pressed the jump button. That will make the jumps feel more responsive and less floaty. I will also likely iterate on the airtime durations.
@squeele Glad you liked it! Thanks for playing!
I have no idea how the other people playing got such high scores :confused:
To me the game felt a lot like "Getting over it" :sweat_smile: