Delivery: New Hope by Somnium
An interactive fiction game.
Safe delivery
In this short interactive fiction game, you play as a pregnant young woman on the run. Can you evade the people chasing you, and choose the right path to safely navigate to your destination?
Information
"Delivery: New Hope" is a short choice-based interactive fiction game, made in Java, using the LibGDX Framework. The art was made using Aseprite, and the music was made using FL-Studio.
Credits
Steph AF: Idea, art, writing
Somnium: Programming, music, writing
| Link | http://tangible-dreams.com/games/delivery-new-hope/ |
| Original URL | https://ldjam.com/events/ludum-dare/53/delivery-new-hope |
Ratings
| Overall | 260th | 3.881⭐ | 23🧑⚖️ |
| Fun | 897th | 3.071⭐ | 23🧑⚖️ |
| Innovation | 505th | 3.452⭐ | 23🧑⚖️ |
| Theme | 671th | 3.833⭐ | 23🧑⚖️ |
| Graphics | 586th | 3.69⭐ | 23🧑⚖️ |
| Audio | 175th | 3.925⭐ | 22🧑⚖️ |
| Mood | 18th | 4.452⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 20🗨️ |
And the question is, is there only one positive ending?
I managed to get the good ending on the first try, and the good ending with the teddy bear on the second. Then I went through a few more times to get an idea of the rest. One bug I found was that the option to turn yourself in to the police at the bus station appears even if the police aren't there -- that confused me on the first playthrough. I'm also not sure I totally like the idea of graying out unavailable options rather than just not showing them.
I didn't like the typewriter effect on the text, though that is largely a personal preference, I turn it off in every game that gives me the option. I think it might have been better to either show all the text at once or make the player click for each paragraph, like how it's done in some visual novels. Some more art for the middle parts of the story would have been nice as well.
As for the writing, it was clear and engaging, but it might have been nice to get a bit more backstory about the main character. To an extent, the lack of this sort of thing conveyed her focus & the sense of being on the run and using all her energy to figure out her next move, so it's good that the narrative wasn't totally bogged down by inner monologue. But I think a few contemplative moments to get into her thoughts, such as before she settles down in the library, would have added to the story's depth.
Overall, nice job telling an engaging story that handles a serious subject with appropriate gravity.
The "turn yourself in" option at the bus station is not a bug, though the label could have been clearer - it is possible to go through the game without having any way of getting on the bus in the end, so it remains as a "give up" option. Though it might also have made sense to disable it if any of the other options were available.
The graying out of an option is usually combined with changing the label of the button to explain why the option is not available (to make it clear which decision made it unavailable, and that it can be explored on another playthrough) - on the other hand it can also be immersion-breaking, so given more time we'd probably have made it a toggleable option.
Given an options menu, the typewriter effect would also have been toggleable. Since there is no option menu, we instead made it so that you can "skip" the typewriting effect by left-clicking, which will reveal the entire text immediately.
As for additional art, as well as some expanded segments with additional backstory and detail (both for the resting-segments as well as for some of the "persuasion" scenes), they were planned, but they unfortunately had to be cut due to the time constraints.
Thank you again for the detailed feedback and suggestions!
I think a toggle would be good here. On the one hand, like you said, it gives you an idea of what other things you can do -- in a way it simulates the protagonist having thoughts like "oh, I could use my flashlight now if I'd brought it" -- but on the other hand it's kind of like having spoilers. I can see arguments for doing it both ways.
>The “turn yourself in” option at the bus station is not a bug, though the label could have been clearer - it is possible to go through the game without having any way of getting on the bus in the end, so it remains as a “give up” option. Though it might also have made sense to disable it if any of the other options were available.
Ah yes, I got to the bus station where I couldn't get on the bus in one of my play-throughs, and that was the one where the option to turn yourself in seemed to make more sense, as the police are right there. That's why I thought it might be a bug.
>Given an options menu, the typewriter effect would also have been toggleable. Since there is no option menu, we instead made it so that you can “skip” the typewriting effect by left-clicking, which will reveal the entire text immediately.
Thank you very much for doing so!
>As for additional art, as well as some expanded segments with additional backstory and detail (both for the resting-segments as well as for some of the “persuasion” scenes), they were planned, but they unfortunately had to be cut due to the time constraints.
I had a feeling that might be the case. Ah well, that's game jams, there's never time for *everything*!
I personally like the graying out effect here; it makes the weight of my choices feel more real, I would say. That is -- as a player, I am aware that the game is not really open-ended, that the choices I have will always be finite. So the only way to communicate that something I did earlier is affecting me in some way is by literally showing it -- and I think it adds to the game.
One extremely minor nitpick: I think it would be worth considering having a reset button in the game, rather than having to refresh the page. I mean, on the one hand, forcing the player to literally re-open the book so to speak is kind of appropriate, as when you get to the end of the story that is literally the end. It's over. If the player wants to start over they'll have to manually retcon it. But, on the other hand, I feel like this game encourages exploring the branches to at least some degree, and having a reset button in the game could be an opportunity to have some custom animations or music or something that maybe made the reset feel right. I don't know. Something to consider.
It's difficult for me to write much about such a branching story, but there is one moment that I really want to write about. The very first choice, with the four items, and which one to leave behind -- it hits hard. The 'obvious' choice, and I would argue perhaps the canonical choice, is to leave behind the stuffed bear. There's just no way to know what resources you might need in the future, and when escaping a situation like this it feels deeply like you have to give yourself the best chance you can, even at the cost of everything else. At that sucks! And it feels bad in the game too. And overall it's a really impactful moment.
Overall, great game. Just that one moment I talked about sold it for me, and the rest was good too.
I had to return to see if I could save the teddy bear