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| Timestamp | Since previous | Game | LCStark's comment | |
|---|---|---|---|---|
| May 4 08:36:50 | 30 Minutes Or Your Potion's Free | ♥ 0 | Wow, that looks amazingly polished for a compo, well done! I love the graphics style. The cards immediately brought back all the time spent playing Slay the Spire, but overall pixel-arty style kept it visually distinct from it. I've reached The King. First card I played was the Ice Wall and it caused the game to crash to desktop. I tried it again and it worked all fine, so I'm not sure what the issue was. Anyway, I've managed to beat The King after three tries and it left me wanting more. :) | |
| May 4 18:11:46 | 9h 34m | Parcel Panic | ♥ 1 | Really well done for a compo game! Even outside of compo time limitations it would be pretty impressive, especially the presentation side of the game. The packages come so fast I'd expect equally fast music to accompany it, but the slow & tense worked really well. It did evoke a bit of the same mood "Papers, Please" did, but it also gave me a bit more cyberpunk-ish vibe, something closer to the likes of Uplink or Deus Ex. The controls can be a bit wonky, as expected with a physics-heavy game - quite often I was fighting to rotate the parcel properly to find the zip code, and when I did, I dropped the package off the screen. :( Though it made me think this could work pretty well as a VR game, where you could use two hands to manipulate the objects more easily. So far my record is 110 points, but I'm going to try and get at least 150. :P |
| May 4 18:37:51 | 26m 05s | Space Delivery | ♥ 1 | Really enjoyable arcade game! So far I managed to get 1020 after three tries. Determining where your rocket will bounce can be difficult at times, probably due to the different shapes of each rocket. Perhaps it would be a good idea to have additional control to restart the current level (in case you want to quickly start over), and after finishing the level allowing the player to choose whether to move on to the next one or try the same one again. |
| May 4 19:26:11 | 48m 20s | Andromeda Delivery Service | ♥ 1 | Wow! This might be my favorite physics-based LD entry ever. It does have the same quality as KSP, where you can sometimes feel stupid for not finding a solution immediately, but the satisfaction you get when you do find one is even greater. I found the fuel amount to be maybe a bit too generous (even when traveling to far-off planets I never came close to being out of fuel), but that's not an issue for a jam game. Plus it allowed me to do a lot of experiments with various types of constructions and see them flopping around. The light background music fit really well too, and I like how the engine sound was just another note to play. I don't know if this would fit this kind of game well, but maybe this could be a bigger element of the game - have each WASD key have a specific pitch, so the player can play simple melodies by firing the right engines at the right time. :P Ultimately, I chose to explore the universe with my tried and true flying brick: ads.png |
| May 4 19:36:19 | 10m 08s | Contraband Critters: A Tactical Transporter | ♥ 1 | Interesting concept! It's like a crossover between a tactical game and an auto-battler. It's fun watching the bots pushing boxes in front of themselves and use them as cover. :P |
| May 4 19:59:39 | 23m 20s | Salty Coins | ♥ 2 | A really nice management game! I always love sail ship trading as a theme, so that's a solid thumbs up from me. The graphics are aesthetically pleasing and fitting the theme. I love all the elements showing on your path, like message bottles, pirate ships and what I assume is a Kraken to avoid. The message-in-a-bottle as game tips is a quite cool idea too. As others have said before me, perhaps it is a little bit too random, as you can lose through not being able to buy food anywhere. I also think it might be a good idea to have a timer showing for how many more turns will a buy/sell offer remain in the shop, so you can plan whether you'll make it in time to buy in one place and sail to sell in another. |
| May 4 20:19:09 | 19m 30s | Spatial Delivery | ♥ 1 | Nice and pretty hectic game! It feels pretty easy for a while, but then you buy a second drone, and it all becomes frantic clicking. After a while I figured out I can hold on for a pretty long time just by selecting each drone and queuing orders to fly across the screen, there and back again. spatial_delivery.png That allowed me to pause for a few seconds and enjoy what I've done. One thing I might have missed - is there a quit button? I was closing the game using alt+f4, but that's not the most convenient solution. :P |
| May 4 21:05:36 | 46m 27s | Orbit Express | ♥ 1 | Really fun game! I enjoyed flying around and using planets for slingshot maneuvers to conserve my fuel. One thing I found weird was the control scheme - the K key being used to drop packages felt rather awkward. Might I suggest moving the thrusters from space to W (matching the standard WASD movement scheme), and using space to drop the packages? Also, I'm not sure the brackets for zoom are that necessary - when the game started I zoomed out as far as I could and I never felt the need to zoom in. Also one question I couldn't find an answer to myself - do you need to just be within the drop zone, or do you need to also match the movement direction to planet rotation? I think a few times I dropped the package within the zone, but it went flying into space. I think it might have been due to rather high relative speed, but I thought I'd ask if that's it or something else. :) I also think the difficulty could be a bit higher. After a while I just got bored and crashed into a planet to see what happens. Though this might be player-dependent, so maybe a difficulty selection at the start of the game? orbit_express.png |
| May 4 21:33:19 | 27m 43s | Hexy | ♥ 1 | Simple, but nice! It reminds me of old dots game I used to play in my notebooks at school. And I always love a hex-grid game. The game's AI is interesting - it feels like most of the time it's pretty easy, but once in a while it turns out I've missed something, made a stupid error and lost. Still, I'm winning about 4/5 matches, so there's that for me. :P And the music's really nice, I love how it gets faster after the "Delivery". :P hexy.png |
| May 4 22:10:24 | 37m 05s | The Envelope | ♥ 2 | Wait, I'm the monster?! Noooooo! Nice and atmospheric game. Starts a bit like a 3D "Papers, please", I was expecting more of the "repetitive menial work causes you to go insane" rather than a survival horror, so I was surprised. And I think I got lucky - I started to look for one of those planks I saw lying around to use as a weapon, and I just randomly found "a weapon". :D |
| May 8 11:16:31 | 85h 06m | Final Delivery | ♥ 1 | Hahaha. It's the first time LD game made me burst out laughing. That ending was perfect, and kinda feeling like coming full circle - as it turns out, what I thought was just a small funny reference was actually a Chekhov's gun. Also, it feels like the person in C02 had some trouble during a game jam, so I can definitely sympathize. Sorry about your ducky! At least you got your (or your neighbour's) internet back. ;) Amazing entry, it's a tonne of work done in such a short time. Stylistically it looks great. I especially like the chalkboard-style log of clues and objectives, gave me the vibe of something between old-style adventure games quest logs and a work of a conspiracy theory maniac. :P I'll definitely play the post-jam version once the ratings are done. It still left me with unanswered questions - what's cooking in C01? What's the deal with the Knock Knock Guy? Can I convince the kid in D02 that I'm not a lame delivery robot? To be continued, I guess... :D |
| May 8 11:34:36 | 18m 05s | Bundle Dumper: Florida Edition | ♥ 2 | First PICO-8 game I've seen this jam, and I always love them! Though it seems I'm just too terrible at it to progress far into it - after what felt like 20 tries I managed to reach the level with 3 deliveries, but got stuck on it. At this point I think I've turned enough babies into red mist to cause concern for the authorities, so I think I'll leave it at that. Love the visual style, the responsive controls, and most of all the anti-cheese mechanics. :D |
| May 8 12:00:15 | 25m 39s | 04 Mail Service | ♥ 1 | A nice puzzle game! It feels a bit like a hexagonal-grid version of Sokoban, which does work really well. I liked the twist of added level verticality later on, that made me really think before doing every move. The controls were pretty un-intuitive. Maybe it would help to map them to a more hexagonal shape on the keyboard - imagine if W on the keyboard is your character, then 2 and 3 would be the two "up" directions, Q and E would be the two "side" directions, and A and S would be the two "down" directions. Or better yet, move it one row down to use only the letter keys, and center this layout around the S key. I liked the simple background music - it fits really well for a puzzle game, something slow and unintrusive to not distract you from solving your current level. |
| May 8 13:22:08 | 1h 21m | Don't read all about it! | ♥ 1 | A nice take on the theme! Let this pupper get his revenge. :> The artstyle looks great, I love the intro comic at the instruction screen It is a bit difficult to judge how far you have to be to bite, but it does get easier with practice. Eventually I managed to get him with just one paper delivered. I found two interesting "bugs": - I managed to attack the paper person right at the end of the level, so the end screen tells me I lost and they got away, even though the dog clearly achieved his goal: draai.png - whenever I start the game, the paper person starts their movement on the lawn, only moving down once they hit a flowering shrub; on every restart after the game is launched they move on the street only. draai2.png The music is good. Simple, but with some tension, fitting for the theme of the game. The dog barks and growls were a nice touch, too. :) |
| May 8 13:33:50 | 11m 42s | Baby Juggling | ♥ 1 | Cool idea! It gets really difficult when you're trying to juggle three babies waiting for the next stork. I often managed to fling them too fast and they flew out of the screen, not letting me catch them again. I like the idea of doing tricks to earn better score multipliers. Maybe there should be "best delivery score" stat at the end of the game? I'm pretty terrible, but I managed to get 66 points on one delivery, and it felt really good. :) |
| May 8 14:01:37 | 27m 47s | George and Deliverance | ♥ 2 | Really great compo entry! I played on the PC with a mouse, and while the control scheme might have been a bit difficult, I think it works pretty well, especially when you get used to it after several tries. One thing I'd change is to reduce the camera "look ahead" motion - it makes the screen too shaky when turning, especially when moving at higher speeds. Other than that, it's great, it does have that old Atari games vibe to it. :) |
| May 9 09:57:37 | 19h 56m | POST'HIT | ♥ 3 | A really fun and hectic game! The audiovisual style is great, hearing all these letters yell as they fly towards their trucks was pretty funny. :P From the gameplay standpoint, I really liked that you could get rid of the evil parcels by throwing them on the trucks, and that it forced you to be quick or they'd throw other letters back. I'm not sure if allowing other letters to walk off the trucks they've been loaded to is a good idea, though - to me this felt too much like I was herding cats, losing progress I made through sheer randomness. I also found one bug, when occasionally the truck on the top of the screen sometimes kept counting down past 0 and going into negative numbers, but I didn't manage to pinpoint exact circumstances of this happening. All in all, it's a great looking game, and I had a lot of fun playing it. Really polished for a jam game, well done! |
| May 9 11:39:52 | 1h 42m | Robin Hood Christmas | ♥ 2 | Really fun compo entry! I've seen a lot of people interpret the "Delivery" theme as Santa delivering presents, so doing a game about stealing them was a nice subversion. There's definitely something off about guards detection colliders. I think their shape might be a bit different than the shape of the light cone would suggest. Quite often I walked into the light from one of the sides and managed to turn back without being detected. On the other hand, the guards' detection range directly in front of them is so long they sometimes found me before I even saw them on my screen. And they can see through the walls - at one point I was hiding on the bottom of the map, behind a building, and a guard approaching the front of the building managed to detect me. Because of that, best I could do is get 7 presents before being caught. At one point, one detected me when I was standing still in the delivery zone: rhc.png I'm not sure what's the best way to fix this, but one thing I'd definitely do is make the present delivery zone a "safe zone", so you can't get detected when you're in there. The camera seems a bit close the player, but I guess that wouldn't be a big issue once the guards' detection is improved a bit. One thing I'd add for the camera is a bit of look-ahead movement, so you can see more in the direction you're moving in. Did you use Cinemachine for your camera? Try it out, it's pretty easy to figure out some basic uses for it, and it does have simple controls for things like look-ahead values. Other than these issues, I really liked the game. The guards' movement patterns were cool. It was fun just watching them move around while trying to move quickly between the buildings and finding one of them decided it is the best place to patrol at the time. :P The music felt cheeky, fitting for a Robin Hood type of character. The environment seems well designed. The TV effect was nice, though it made me spend way too much time watching all the TV's to see if there were any hidden messages occasionally shown on the screens. Maybe it's a good idea for a future easter egg? :P |
| May 9 13:05:53 | 1h 26m | Level Delivery System | ♥ 1 | A fantastic entry. Seemed a little bit confusing at first, but discovering what is it about and how it works was fun. And funny! Going through the Secret Base Zeta as Dave made me smile all the way, but winning the Space Battle Delta by going on a date with the alien overlord made me laugh out loud. I played the Starlight Farm as the Stealth Guy and I was just as confused as he was - zero backstabbing? But it all made perfect sense in the end. I love the visual style, reminds me of old Atari games. Also, making four playable minigames for a gamejam is really impressive on its own, making it so you have 4 separate characters and playstyles for each of them is even more so. Well done! |
| May 18 10:28:44 | 213h 22m | earthmover | ♥ 1 | A great puzzle game! The aesthetic side is amazing, I'm feeling strong PSX vibes here. ;) That and especially the rolling cube movement reminded me of an old game called Devil Dice though that was more action-arcade than puzzle. People have already mentioned some of the issues I've found (like the need to have skippable dialogue), so there's not much for me to add here. One thing I'd perhaps consider adding is some sort of indicator telling the player what to do at the beginning of the game - if the player needs to just "roll around a bit", perhaps showing some sort of counter, counting down with each "step" to show the player they are actually doing something (right) instead of just rolling around in confusion. Or maybe some sort of objective list in the corner of the window? Something like "move around (0/30)", "connect to the hook", "move package into the delivery slot". The sound design is great too. With such a chill mood it's easy to make simple and small sound effects feel jarring, but you've made them just as relaxing as the rest of the game. Perhaps it could use some slow mellow tune in the background, but the sound of the waves on its own felt pretty good. |
| May 18 11:34:35 | 1h 05m | Grocery Fulfillment Center | ♥ 1 | gfc.png I love this idea. The managers were just a bit too annoying, which I think fits the game perfectly. Though perhaps it is an idea for another upgrade - increased power to push through them slightly more quickly? Also, the managers following and watching you when you go to the toilet feels pretty disturbing, which - again! - fits well for this game. One thing I found a little bit funny is that the first upgrade - the mechanical legs - increases your speed so much it becomes difficult to control for a while, so until you get used to the new speed it actually feels like a downgrade. |
| May 18 12:01:34 | 26m 59s | Courier Craze | ♥ 1 | Simple idea, but it works! The controls are a bit difficult, but that makes for a hectic and fun gameplay. The customer noises were a nice touch, too. ;) I've encountered one bug (I think) - after delivering 11 packages, there seemed to be no more customers for like a minute or two, then one appeared and I managed to deliver the 12th package, and after that there still were none in the play area. Sometimes I could hear them babbling in the distance, so I guess they did spawn somewhere in the red area and just didn't move anywhere near me. |
| May 18 12:27:49 | 26m 15s | Solar Express | ♥ 1 | solar_express.png Great idea! Having to time your journey right to maximize money earned from a job feels really good. The graphics look pretty good, giving that oldschool vibe. The camera in general works well, sometimes delivering nice cinematic shots of your ship traveling through the system. It does however, make some awkward transitions or stuttering on occasion (probably because the ship itself stutters as it tries to follow the planet on its orbit). I wanted to take a look at your camera code, but your source code link returns a 404 error. |
| May 18 17:34:25 | 5h 06m | Chalkboard Deliveries | ♥ 2 | Others have already mentioned some problems with the tutorial, so I'll just add to that a problem with the UI in general - you're using a pretty stylized font, which makes it difficult to read when the text is too small. Even at full screen, the text isn't big enough for me to read comfortably, so focusing on reading through that entire tutorial is especially difficult. chalkboard_deliveries.png Also - what version of Godot are you using? I've noticed this jam that most (if not all) Godot 4 games have problems with the WebGL version, as they don't start for me at all when played in an iframe (like on itch.io), returning an error "The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)". Depending on the game, it can sometimes work when opened in a separate tab. There are also occasional problems with unit selection and orders. At one point, I had the same issue ski11az had - it looked like trucks were not "unselected" and trying to issue orders for one truck issued it for all previously selected trucks. The other issue is the trucks don't wait for the order to be confirmed. The tutorial text says you can shift-click a path, then either confirm it with Q, or mark it to be looped with E. My problem is the trucks don't wait for "Q" and start moving immediately, which means if I want to make a looping path, I have to move quickly and finish the entire path before the truck reaches its first point. Other than these issues, I think it's a great game. It feels a bit like a simplified Transport Tycoon, where your main focus is on just transporting the goods, without worrying about stuff like building roads between locations. The art style is simple, but that works in the game's favor. It also looks pretty good. :) One thing I think could be changed is to lose the transparency on the truck and buildings - the grass being visible through them looks a bit odd, and I think if they weren't transparent it would make everything look much clearer. The mellow music worked pretty well. The game feels like the music should be faster, but it being so chill actually helped me relax enough to set up some proper pathing on multiple trucks and progress further. ;) |
| May 18 18:54:32 | 1h 20m | Carnage Courier | ♥ 1 | Fantastic game! It felt great being able to build and rebuild during the fight. > I was initially going to have a key to enter build mode instead of doing it automatically whenever you picked up a part, but that would mean that you can have the game paused for ages to rebuild in the middle of a fight which would make it less frantic. I don't know, I think it would give the player a bit more control to make the fights more managable, but I don't think it would take away anything from the frantic nature of it. Dragging new components mid-fight isn't a huge issue, so I don't think manual build mode would change it that much. > It’s interesting to see that some people find it easy and others find it hard. I think that means I got the difficulty right for these first levels :). I'd agree with that, as early levels feel pretty easy, but the difficulty ramps up pretty quickly. ;) Perhaps it would be a good idea to increase it a bit earlier, though, because of the upgrade system. I'd agree with raptor851 here, as I was in the same position - I went through a lot of levels before finally dying, so I discovered the whole rogue-lite aspect of the game pretty late. ;) One more thing I thought could be changed, if you're going to keep developing this - pretty quickly I found myself playing levels where I got 5+ enemies on the screen at the same time, and at that point it was basically impossible to evade taking damage. Adding armor to the ship didn't really help with that. Perhaps as the game progresses, the playing area should become bigger to give you more space to move around? I love the upgrade system. When I first played through several levels, it felt interesting having to choose carefully between carrying more cargo crates and more weapons, but I thought it would work better if you were able to increase the size of your ship. And then I died for the first time and discovered you can do just that. Perfect! As for the controls, I think Tim Leach is right, and it would feel better if the targeting just followed the mouse, though it wasn't a huge issue for me. One thing I found awkward was trying to control my ship after installing the auto-targetting/auto-shooting core on my ship - for a while there I was wondering what was going on and if there was some bug with the controls. :P Though this is more a problem with the ship part, not controls themselves. The sound part of the game is great as well. Sound effects are simple, but fit well with the design. The music is arcadey and adds to the frantic feel of gameplay. @Nillard I think it's the problem with the WebGL version - I had the same freezes every time a new enemy spawned. The desktop version didn't have that issue. |
| May 19 20:31:04 | 25h 36m | Stork Express | ♥ 1 | It took me a while (and a lot of babies!), but I did it: stork_express.png It is difficult as hell to control, but after a while you can get used to it. And the gliding mechanic works really well, so kudos for that! I especially liked the thermal currents, letting you stay in the air for a long time without flapping. I think the game has a slight problem with explaining how it is supposed to be played. At first I assumed the goal was to fly quickly and deliver the babies as fast as you can, but dropping a baby into the target spot seems nearly impossible when you travel fast. Carpet bombing only helped a bit with that. Another issue there is that when you drop a baby while flapping the wings, it can get stuck for a second before finally falling as usual. I thought that maybe making it so the player only has to drop the baby at the right time (while passing through the beacon / target marker) to consider the delivery done would be a better idea here. After 2-3 minutes of playing I accidentally flew away from the city and got so turned around that I couldn't find it anymore. The city disappeared into the fog like it was a Stephen King novel. I flew around the empty map for a minute or two before finding the edge of the grass. I followed it to the corner of the map, then flew diagonally to find the city again (as I assumed it might be located near the center of the grass square), and thankfully I did. I think having an arrow pointing you to a nearest target would be a good thing to add. It would also help me near the end of the game, when I had only 3-4 targets left and I couldn't find them for a while, as they were not visible from far away due to the fog. When I found the city back, I decided to see what happens when I crash into the ground, as I assumed I'd lose the game and have to start over, but that didn't happen. That made me realize that I could deliver the babies by crashing near my target point and spawning a pile of babies until one of them rolled into the target zone. That made the game much easier to finish - most of my play time was spent on delivering first 4-5 babies, the rest went rather quickly. Also, spending that much time taught me how to better control the stork and approach all targets slowly without crashing into the ground, so in my second playthrough I've managed to get several babies delivered in the first minute. I guess that's an improvement? :P So, to sum up: like you said yourself, the controls could probably use a bit more work (I thought that maybe removing roll controls from the mouse and onto separate keyboard keys would work better?), the dropping mechanic might be made easier to control (I know! It's the 21st century and the storks improved their delivery technique with laser-guided babies! :P). Other than that - the graphics are simple, but it works in the game's favor, as everything looks pretty clear and uncluttered. There's enough variation in building colors and sizes to not feel repetitive. The simple sound effects match the graphics well. The music is nice, fun but not too intrusive. And I always appreciate when people add volume controls to games with audio - I usually have my speakers set at rather high volume, so being able to easily drop the overall volume in game to about 70% was really helpful :). |
| May 19 21:16:54 | 45m 50s | Mystic Postman | ♥ 0 | Interesting game! Looks like you've managed to put a lot of things together in a pretty short time. I'm having problems with understanding the delivery system. When I start the game, I have "0 deliveries to make". I run to a castle in the distance, and inside it I have several options to buy some skill gems, and also an "deliver items" option, which is giving me "+0 coins". I run to the next castle, it looks the same. After I visited 4-5 castles, the last option is suddenly showing it will give me "+40 coins", but I never picked up anything to deliver and at all times (before and after gaining the 40 coins) I still have "0 deliveries to make". I think it would be better if the player started with a delivery to make, having a specific castle to deliver a package to, and there should be a marker showing them where to go. When they'd reach the castle the quests could start spawning randomly. The combat is a nice idea - it reminded me a bit of PSX-era Final Fantasy games, only without the time element. If you need to click an enemy to target a skill on them, having the ability to rotate and zoom the camera is a must, although you could probably make it much easier if you simply allowed the user to click on enemy HP bar instead of their model. Also, while the option to escape is a good way to avoid bugged-out fights, it kinda makes the combat pointless in the game, as you can escape from every battle without any consequences. It was also pretty weird that I could just run underwater like it was no big thing (made for a much shorter way between each castle! :P), but it was really funny when I got attacked underwater: mystic_postman.png And even funnier when at one point I escaped the underwater combat and tried moving around the enemies, but kept getting stuck in their colliders. Maybe when you escape from combat the enemies should despawn? |
| May 19 22:15:41 | 58m 47s | Popcorn Odyssey | ♥ 1 | A fun puzzle platformer! Though I'm usually terrible at playing them - the original jam version got me stuck on level 3 and I couldn't get past that wall behind first water hazard. It took me something like 30 tries before I decided to check out if it's easier in the post-jam update. And it was, I managed to reach level 8 before accepting my defeat (though I almost ragequit on level 6 when I somehow survived waiting through an entire circle of the taxi-bee only to be eaten by the final row of bugs due to a misclick). It might be possible I'm just too bad at it, but I think it could certainly use some form of a checkpoint system. Or maybe just make it so you don't lose your legs when hitting something and can use that to launch again midflight? Though that would probably make it way too easy. The overall gameplay is great - the controls feel nice, the levels seem to have a nice progression to them, and they keep introducing new mechanics (and there's an impressive amount of them!). The camera zoom on launch power change is great, too, though maybe the game could use some sort of manual camera movement system to look ahead at the level before going there with the popcorn. That would especially be helpful when you have to start dealing with the timed leaves (which probably should be distinguishable from the standard ones, but if you wanted to make a trap for the player it works pretty well :P). The graphics are nice, there's the cute main character, some nice tiles, lots of obstacles and angry bugs. The audio design is also good, with everything having its fitting sound, and a nice cheerful background music. Well done! |