Out For Delivery by Groundwater Studio
Note: *THANK YOU SO MUCH FOR ALL THE LOVE AND FEEDBACK. Working on this project and getting to mingle with the Ludum Dare community has become a core memory for all of us at Groundwater. Thank you thank you thank you. Annnnnnd, get this, development for Out for Delivery WILL CONTINUE!
Right now we're looking to do a short term polished itch release where we'll iron out all the kinks of the current version. Once that wraps we're gonna start on a larger overhaul for steam complete with actual puzzles, more character exchanges, levels, and some new iterations on the core cable mechanics!
If you wanna follow along we'll be posting updates on our itch.io page!

You're Keith, he's a brand new little guy with a box and he's gonna to deliver it, or figure out what's in it, or something. My guy is a bit confused but he's figuring it out! Too bad he DOESN'T HAVE ANY HANDS.

HOW TO PLAY: - Navigate your way through the cargo hold by recharging yourself at outlets along the way. Your cord has a decent length but The ship shifts periodically which will cause it to disconnect! Just make sure to keep an eye out for the tilting ship while you're chatting with the different outlets so you can reconnect ASAP if your cord breaks.
!!Navigation Tips!! - The last area has 3 q u i r k y outlets to discover and chat with, you'll know you're in the last area when you enter a room w/ a ton of doors. If you wanna beeline it to Big Benson he's off to the right a couple rooms. This jam was a huge learning experience for us and we're SO grateful for everyone taking the time to navigate this absolute labyrinthine beast. Tytyty
Controls: * WASD for movement * Click + Drag to move camera * Click text box to advance dialog * ESC to Pause (We didn't really need one but we had a cool idea for it so NOW YOU CAN PAUSE. DO IT. IT'S COOL)
Credits: * Ben - Title Animation, 2D Assets * Campbell - Writing * Elijah -3D modeling, Animation, Development * May - Production * Melon - Development * Kye - Production, Sound Design
Ratings
| Overall | 278th | 3.865⭐ | 39🧑⚖️ |
| Fun | 520th | 3.514⭐ | 39🧑⚖️ |
| Innovation | 58th | 4.132⭐ | 40🧑⚖️ |
| Theme | 407th | 4.092⭐ | 40🧑⚖️ |
| Graphics | 60th | 4.553⭐ | 40🧑⚖️ |
| Audio | 141th | 4⭐ | 39🧑⚖️ |
| Humor | 89th | 4.056⭐ | 38🧑⚖️ |
| Mood | 228th | 3.972⭐ | 38🧑⚖️ |
| Given | 36🗳️ | 56🗨️ |
I love the character designs and concepts of all the battery friends, and the animations for the main character are so cute and fluid!! And ben at the end was such a cool design - I don't know if there's anything that happens after meeting him, but I hope I didn't miss anything! This feels so polished and is a really fun game mechanic too!
Overall fantastic game for a jam!
A bit of feedback!
The art style is adorable: cute model style and your colour palette is lovely.
I love the style and animation of the dialogue system.
I wish there were a controls/tips/how to play page. It took me a little while to figure out where to go and how to use the mechanics properly.
The camera clipping through walls was a bit jarring.
My character kept sliding in one direction (though this may have been a mechanic? I'm not sure. It stopped after awhile though.).
Sometimes I would disconnect from the cord when I was standing right on the trigger which made it a bit difficult to get going.
Congrats on a job well done, though! A really neat concept and interpretation of the theme. I had fun playing your game :smile:
After getting some sleep and chewing on feedback we've decided that we're gonna polish it up, get some proper level design in, tweak the game design a bit, and drop it on steam here as our first steam release :) It'll be small but we're super psyched about it. Stay tuned!
@gerd @hani @fuzzydunlop @morepixels @firebugs @kleich
Thanks for all the insightful gameplay feedback. We SUPER agree. Right now the gameplay game plan is to make the game more of a puzzler. Where you're connecting outlets to different devices to activate functions like doors. Levels will be a bit more non-linear with the final goal being powering on BIG BENSON by connecting all the outlets back to em in one way or another.
Little stretch goal we have is to add physics to the cable so it can be used to block sliding objects ;) tho don't hold your breath for that one cuz it's a bit of an unknown at this point.
Man the game design community is COOL this was COOL and FUN. VIDEO GAME!!!!
Thanks again and much love from all of us at Groundwater.
I also took the liberty to check out your other games posted on itch.io and will definitely be taking a closer look at those as well.
For 72 hours, this is really well polished and put together. Great job all of you!
x64 version runs on Linux flawlessly over wine.
The physics on the cable as you stretch it taught feel great! Wish there was occasionally more direction, getting lost could be a little frustrating. Mitigated by the quick resets though!
real delivery.
It was a bit annoying that the mouse wasn't confined to the screen.
The cable only seemed to extend and stay attached if I was holding [RMB] which seemed in consistent to have an input for camera also control the cable connection. perhaps this was a bug?
I really liked the idea of the cable and was hoping that it would be used more to solve spatial puzzle than to just bridge a gap between charging points.
As mentioned I thought the art style was really cool and I can see at the core this game could be a cool project, but there was a lot of friction that got in the way
As other mentioned, not being able to move the camera on the vertical axis is a bit frustrating, especially when you need to cross half of a room to see what it actually contains.
The music was great, but the loop felt a bit short for length of the game, as it starts to feel repetitive quickly
Also, the game is very wordy, and it feels strange having the long conversation coming over and over while the gameplay timed not stopping either, it feels that you basically need to stop playing to read or skip every dialogue
But enough with all the negative feedback, every other aspect of the game is really well done and super polished, it's really impressive, nice game
The camera killed me though - so many little rooms, corners and corridors and the camera is like this for 80% of the time

Two minor issues for me were:
- overlapping dialogues
- constant movement of the dialogue bubbles takes the focus away from the game