Causality Couriers by David Yates
Causality Couriers: tomorrow's deliveries, yesterday. A point-and-click text adventure developed in Gruescript.

Illustrations were AI-generated using Stable Diffusion. Game saving and loading will not work in the embedded version, though you shouldn’t really need them as it’s quite a short game. If you do want to save (and play in fullscreen), check out the versions on my website and itch.io (linked below).
If you get stuck, there's a walkthrough here.
Changelog
- v1.0.4: Improve layout responsiveness on mobile (post-jam, see links below)
- v1.0.3: Fixed undoing & restoring after game ends (thanks Somnium!)
- v1.0.2: Fixed missing description
- v1.0.1: Fixed spelling errors (s/Casuality/Causality) (thanks jondalnas!)
- v1.0.0: Initial release
| On my website | https://davidyat.es/cc/ |
| On itch.io | https://david-yates.itch.io/causality-couriers |
| Link | https://github.com/dmyates/causality-couriers |
| Original URL | https://ldjam.com/events/ludum-dare/53/causality-couriers |
Ratings
| Given | 48🗳️ | 45🗨️ |
@kylene Glad you enjoyed it! There are six endings in total.
@jondalnas Writing "Casualty Couriers" was my biggest fear and it appears I've realised it. Appropriate considering some of the bad endings though. I've made a small update which should fix most of the obvious spelling errors.
Fun spin on the theme, it kinda stands out as well.
Good entry overall.
I enjoyed the game a lot - the story was compelling, and there were plenty of options to explore and interact with, and an interesting variety of endings as well. I managed to get all of the endings save two - perhaps some of them were time/"number of moves"-based?
I also liked the twist regarding the role of aliens in history, and the variety of tracked achievements/events displayed at the end screen. The latter especially gave motivation to play multiple playthroughs to see all of those outcomes.
I played the version on your website, and it seemed that undo and loading a saved game did not work as expected. It would only show the description of the scene, but not display any of the choices. It wasn't too much of a hassle though, since the game is relatively fast to replay.
The use of AI-generated art seemed a good match for the text adventure format, due to the very distinct locations represented by a single still image. Together with the writing, it worked well to set the mood of the game. I'd be curious to know how easy Stable Diffusion was to work with in this regard, and if much "post-processing" was needed to adapt the output to the needs of the story (or alternatively, having to slightly adapt the story to the limitations of the generated illustrations)
All in all, this was a very enjoyable game, with an engrossing story - nice work!
On the subject of the illustrations, I'll probably go into more detail when I write a postmortem for this game, but there was little post-processing required -- I cleaned up some weird details here and there, as well as combining images & making explosion effects in GIMP.
Getting a picture I liked took a few iterations of fiddling with the prompt and generating variations. For a couple of the pictures, I started with a crude drawing of my own as an image prompt, but the results I ended up liking most were usually the ones that bore the least resemblance to said drawing. I couldn't get an image I was happy with for the interior of the tent, so I ended up using a exterior tent picture instead. That was probably the most specifically described room, so I guess there's a lesson in that. I mostly avoided changing text to match images, but I did alter a few minor details in the end.
@flying-dog-fish Yes, it also keeps the game more manageable to develop. When I've tried to write text adventures with parsers, I end up spending most of my time writing different "you can't do that" messages for all the weird things players type in! Wish I could take more credit for this aspect, but the interface is 95% Gruescript.
I liked the way story was told, the atmosphere was created nicely, and you worked well on choosing AI images that fit together in a similar style, only the alien doesn't fit the general art style, but it can be excused since he is an otherworldly being.
Also, saving and loading did work for me (played on your site). I didn't encounter any bugs or anything like that :)
@kanity Thank you for playing! There's a way to save the alien, though I might have made it a little too obscure. Hint: see what you can do with the parcel when there's no-one around, and be persistent. A walkthrough is probably a good idea, I'll write one up.
You got the Maverick Ending (6/6)
Delivery status: DAMAGED IN TRANSIT
Payment received: 25 credits
Times parcel was shaken: 50
You've earned the Hustler Achievement, for attempting to extract an extra payment from both the consigner and consignee.
The multiple endings and the overall mood of this game remind me of the _Choose Your Own Adventure_ books from way back when. It seems that the far future and distant past serve as bookends here.
Here's a blog post about some of the dev process behind this game: https://davidyat.es/2023/05/20/postmortem-ludum-dare-53/