Final Delivery by PatateNouille

Final Delivery
- Your job : Deliver a box
- Target : Sarah
- Location : A02
However, you appear to lack the confidence to simply go and knock on the door. You must gain your confidence back by talking with the other tenants instead ! Listen to their stories and help them, they'll help you in return !
Controls
- Move : A/D
- Interact : E
Credits
- I did not make the music, they are from Uncan, on FreeMusicArchive https://freemusicarchive.org/music/Uncanny/daytime/wave-of-the-synth
- The voices were created using Soundly's voice generator and manually edited to fit the mood, timing and tone desired
- I made all other SFX by combining and mixing sounds from Soundly and Freesound
https://patatenouille.itch.io/final-delivery


Changelog
v1.1 Bug Fix
- Added subtitles for all 80+ voice lines
- Added volume slider to adjust music independently for those that had trouble hearing the voices over it
- Changed the volume of music during dialog to be much lower by default
- Fixed some aspect ratios cropping the UI
- Fixed the audio slider changing with movement keys
- Fixed quit button not being enabled
- Fixed the buttons in the starting menu being clickable during the cinematic, which started it again
- Fixed a sequence break that softlocked the side quest
- Fixed the scuffed stair animation, he's now doing flips up the stairs and doesn't glitch through the ground when the box is gone !
- Fixed one voice clip being significantly lower volume than the rest
- Fixed missing text SFX in end cinematic
- Fixed dramatic playlist effect not properly being dramatic
- Probably fixed a few other minor things I forgot about
Ratings
| Overall | 290th | 3.846⭐ | 41🧑⚖️ |
| Fun | 371th | 3.654⭐ | 41🧑⚖️ |
| Innovation | 401th | 3.564⭐ | 41🧑⚖️ |
| Theme | 372th | 4.115⭐ | 41🧑⚖️ |
| Graphics | 703th | 3.526⭐ | 41🧑⚖️ |
| Audio | 424th | 3.459⭐ | 39🧑⚖️ |
| Humor | 184th | 3.821⭐ | 41🧑⚖️ |
| Mood | 439th | 3.697⭐ | 40🧑⚖️ |
| Given | 41🗳️ | 72🗨️ |
@obe-dot thank you !
@mathead Haha, glad you enjoyed it !
And this Terminator vibes..I like it!
I would've liked to add more interactions and maybe choices gameplay-wise, as it is it's a kind of interactive story more than a game.
Glad you liked the Terminator references haha !
Ah I did not try it on speaker, I hesitated to add a couple other sliders to control the music/voices individually but didn't do it in the end. A lesson learned here.
Haha the story definitely isn't a fine piece of writing, I'm happy it was still interesting despite the absurdity.
Everything looks nice. I like that little trend with paper drawings as a part of UI.
A bit of UI feedback. I thought it was some interaction with doors and volume. It turns out when you click with your mouse, volume has focus and presses of "A" and "D" changes volume. So, you should've turned off ui focusing :D
Good usage of modern technologies aswell (I'm about generated voice lines).
Nice humour, awesome dorime :D
It was a bit confusing at the beginning but after a while it became a lot of fun once I delivered the dog and so on , with the game would end or go to the main screen once you deliver the package
@surweaver Yeah I was aware of the slider doing that, but still every time I'm like "why is the volume lowering, is my dialog audio system broken somehow o.O"
@freshbone When the main objective is completed the quit button appears (albeit not working, but it says it's okay to quit at least "^^), but it lets you continue as there is an optional side story to complete. I originally intended to have a couple more and have new dialog once the box is delivered, but I spent the time on polish instead.
At first glance, I thought you gain confidence by walking to the right, since the audio meter turned loader.
But then I actually figured out the real game. Was good and fun, well done!
the game genuinely made me laugh multiple times and I was never even closed to getting bored.
one of the few games I've rated 5 stars for :heart:
well done
@its-capp Thank you a lot ! I'm hoping to make a post-jam version with a few levels, more stories, more interaction types, your comment makes me want to do it faster haha :blush:
@gordienkogames Hey, there are a few context clues when talking with the various npcs, a hint : the dog is related to the second floor. If you get stuck, you probably have to talk more, some npcs have interactions that are only possible once you've talked with others. Also they have more than one dialog line in case you did not interact multiple times with the same door.
@piano-forte Thanks ! Very glad you liked the terminator style haha, spent an entire day just on the interface an cinematics. The next patch is adding a slider to control the music separately and I made it quieter while npcs are talking by default, hopefully that should fix the issue for future players.
It was pretty fun getting to know each person in the building and solve their problems. The only thing I would have liked was subtitles for the conversations, since it was a bit hard for me to understand what they were saying since I'm not a native English speaker.
*Dorime interimo adapare dorime*
*Ameno ameno lantire*
@jk5000 Thank you ! Several people had trouble with the voices, but this should be no more, there is no a slider for changing the music volume on its own, and the volume during dialog is lower by default too.
@kreshi Same as above for the slider. I'm glad you found the hint system intuitive, as without it it probably is quite hard to figure out the whole thing.
So smart to put this quest chain to screen, I really like it. The ending was surprising, but disappointed me.
The dialogs with voice sound feel so great! It was really interesting to play
Overall, interesting and nice little game!
P.S. Something wrong with this house and it's people xD
Also, have you seen the Terminator movies ? as the beginning and ending are big references to those.
Thank you very much though. And you're right, I'm beginning to think that there was supposed to be a Psychatric Hospital sign, but somehow got misplaced... haha
P.S. Of course I watched this movies
Amazing entry, it's a tonne of work done in such a short time. Stylistically it looks great. I especially like the chalkboard-style log of clues and objectives, gave me the vibe of something between old-style adventure games quest logs and a work of a conspiracy theory maniac. :P
I'll definitely play the post-jam version once the ratings are done. It still left me with unanswered questions - what's cooking in C01? What's the deal with the Knock Knock Guy? Can I convince the kid in D02 that I'm not a lame delivery robot? To be continued, I guess... :D
@binroot thanks !
@lcstark I'm glad you liked it :blush:
C02 was originally not supposed to be the one that helped fix internet but during writing I gave the dialog to them and it turned out for the better as they turned into this ironic situation where they wanted something so desperately they gave away something that mattered even more. I feel like their trouble with internet coming from posting a jam game is great interpretation of it ! haha
The chalkboard clues were inspired by Tunic (great puzzle game if you haven't played it btw, I recommend it), it has a similar premise with picking up pages of an old game and using those to help you in your journey. This version is my interpretation of it as a mean to help keep track of the stories and distract from the Terminator side.
I do have a story in mind concerning the few tenants that don't have much of an arc, and it does involve the cooking lady along with making the D02 kid happy...
The Knock Knock guy was supposed to be just a dumb joke character, but maybe I'll try making him part of a story too, I feel like at this point I might make everyone important in some way, maybe with the cheese guy, that girl in B01 or A01 too as their stories is only a couple lines long.
Anyway, that motivates me even more to continue this game and make a more furnished post-jam version, no promise just yet but I feel like it has great potential to expand the narrative and mechanics.
Making everyone part of the story might work, though I honestly like it like it is, with few side characters serving mostly as flavor for the main story. And the dumb joke worked for me, there's something about the tone and timing on his speech that made me smile and start spamming E to hear more. :D