Souls Delivery by Bulba
The afterlife, a spinning sofa, a strange boss and a sea of blood color. It would seem, what does the souls delivery have to do with it? In this game you have to look for a haven for souls. Your boss, Charon, will give them to you. Initially, you do not know where the soul should find peace. Items all around the island will help you find your way.
Happy delivery!
How to play
Take a soul from the pier, wander around the island looking for items and see what the soul will tell you about 'em. When you feel you have clue which of the houses is right, interact with the building and give the soul away. Next, return to the pier.
Controls
| Control | Action | | ------- | ------------ | | [WASD] | Movement | | [E] | Interact | | [Tab] | Skip text | | [Esc] | Toggle pause |
About
Game design
UniOwl
Programming
UniOwl
Art design
EklBirifine PonyFuNaN Bulba
Narrative design
PonyFuNaN
Level design
PaDo
Sound design
Bulba
Localization
KreeperHLC
Animations
PaDo Bulba
The Spinning Sofa is an indie studio made up of student enthusiasts who develop games in their spare time with care and love. We are open to any feedback and criticism.
GLHF
Ratings
| Overall | 930th | 3.238⭐ | 23🧑⚖️ |
| Fun | 1096th | 2.738⭐ | 23🧑⚖️ |
| Innovation | 852th | 3.048⭐ | 23🧑⚖️ |
| Theme | 335th | 4.143⭐ | 23🧑⚖️ |
| Graphics | 414th | 3.955⭐ | 24🧑⚖️ |
| Audio | 279th | 3.727⭐ | 24🧑⚖️ |
| Humor | 687th | 2.921⭐ | 21🧑⚖️ |
| Mood | 526th | 3.605⭐ | 21🧑⚖️ |
| Given | 12🗳️ | 12🗨️ |
I would just adjust the volume of the sfx when u deliver the soul, it's kinda loud.
Some constructive criticism:
- There should be different SFX and animations for when has chosen the wrong building. Because it sounds like a confirmation sound, it took me a while to figure out what I was doing wrong.
- At the moment, navigating the map may feel frustrating to people without any sense of orientation like myself. After a while, I had a pretty good grasp on which buildings there are, but how to get to them proved to be a constant struggle that detracted from the fun of having figured out where a soul belongs. There are several ways to solve this. One way would be to make the camera zoom out more. There could also be signposts strewn about the map to give the player a sense of direction. A minimap that one uncovers during exploration would be even better, of course, but I realise that it would be completely unfeasible for most game jams. A solution that's easy to implement would be to allow the player to go to the grim reaper after finding the object that the soul identifies with, and have the reaper give the player directions via text.
Actually, we also had the SAME idea for our game, but turned to something completely different. So was fun to see some other team giving it a shot! And you did well!
But I am impressed by the amount of time you can spend just exploring the surrounding and look around and explore the details of the map. "What's a duck doing here?" also made me laugh :D