Souls Delivery by Bulba

[raw]
made by Bulba for Ludum Dare 53 (JAM)

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🗨️

Feedback

Paroxysmal
02. May 2023 · 02:09 UTC
Was quite unsure what I was suppose to be doing. Good graphics and sound but need more context on what I actually have to do.
LDJam user 282870
02. May 2023 · 02:10 UTC
Well done game, tough to figure out what I had to do, but it was pretty good. Thnaks
Kristian Kurktchiev
02. May 2023 · 02:12 UTC
"Screw you, Charon." Took me a sec to understand the gameplay, but I really like it. The narrative is fun, and I really, really like the art. Very well done! We had the same idea about delivering souls, so great minds think alike!
Juliansd
02. May 2023 · 02:12 UTC
Atmosphere of the game is really nice! One thing that was confusing for me was the objects & what they were supposed to mean/do.
Sevla
02. May 2023 · 02:13 UTC
Nice art, funny quests and an interresting idea. Congratulations for the game :)
I would just adjust the volume of the sfx when u deliver the soul, it's kinda loud.
CrimOudin
02. May 2023 · 02:17 UTC
Yeah idk, Graphics look nice but there is no direction in this game. Maybe if I knew how to do anything. I just randomly dropped off souls at places with no feedback until I was fired twice.
Agrimes
02. May 2023 · 02:19 UTC
I wasn't entirely sure what I should be doing. Got rid of the souls somehow, I think.
ForestOfCode
02. May 2023 · 10:38 UTC
Great game but it wasn't till I read the description I understood how it worked.
Luxiffre
02. May 2023 · 14:44 UTC
Interesting concept for sure, just needs a bit more quality of life here and there imo. But I still had a lot of fun! Figuring out where a soul belongs feels quite rewarding.

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.
MuX_FuN
02. May 2023 · 15:15 UTC
A very decent game. Small, but sincere and complete. Of the minuses, I can only note that the game is not always intuitive and very short, but it was hardly possible to do more in three days.
WeirdBitGames
02. May 2023 · 16:29 UTC
This game looks great! I waited at the pier for quite some time but no souls arrived for me to ferry them? This looks like it would be a really good game, if I wasn't dumb I guess? Let me know what I was doing wrong?
7331
02. May 2023 · 16:33 UTC
Nice style, nice music, nice use of the topic! Overall, everything is coherent and sets a nice mood. It's just what others already pointed out, it's too hard to figure out what to do :slight_frown:
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!
Archaeognathus
02. May 2023 · 18:31 UTC
The style looks very interesting and the idea sounds very nice. Unfortunatly I could not figure it out and got fired twice after delivering too many souls to the wrong place. It would be nice to have some direct feedback on your choices.
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
Firinor
03. May 2023 · 12:24 UTC
Wow! The game meets with the Russian language. Suddenly. Funny jokes about the duck on the fountain. But I didn't have enough pointers where to take which ball