FoonLudum Dare ExplorerLD39 → Delivery.boy

Delivery.boy

By gecuit

View on ldjam.com

CategoryRankScoreCount
Overall2.719
Fun2.579
Innovation2.429
Theme2.579
Graphics3.149
Humor2.338

Comments

ikiste3d 2017-08-02 14:23

Cute graphics! Would've liked some checkpoints since it took a while to get the hang of jumping/the hot air thing and I would eventually run out of battery and start from the beginning.

cihy 2017-08-02 14:23

Fun game! Although jump was kind of wacky, I feel like the height varies randomly causing me to being stuck for no reason. The environment was weird, why do I deliver pizza in tile world with tesla circuits and geysers? Why do I deliver pizza? Who's the guy at the begining?

chaotikza 2017-08-02 19:47

Good effort! Just a bit too hard - I couldn't finish it... I got stuck on that jump for the very tall wall just before the 3rd tesla coil.

Liked the art.

Didn't like the jump mechanic... something felt off... I got stuck on corners a lot and jump height did not seem consistent, so I sometimes failed what looked like easy jumps and got tesla-coiled. I also often got extra jumps when it seemed I was still in the air, which I'm guessing is a mismatch between your player model and the bounding box - I'm guessing the bottom of box is actually below where the character ends visually? Got around some of that by using a capsule bounding box and having it's bottom slightly inside the character sprite last time we tried to make a platformer (by capsule I mean box with half-circles on the top & bottom end).

Battery was a bit of a brutal timer - might've been nice to have lower or no power consumption while idle and then increased drain when jumping or running.

lazygamedevza 2017-08-03 05:45

I really liked the art and while I think overall it was a great effort something felt very lacking. The jump mechanic is a bit fiddly, but not too big of a deal breaker. The jump worked in such a way that you had to be moving to be able to jump higher. This produced something that felt a tad unreliable. It's a bit of a trade off in my view if you have a weird mechanic and perma-death, but to be honest even Dark Souls with all it's difficulty is a game built on consistency.

It was also weird how you'd just fall through some of the tiles as there was no real indication that they were different and I ended up not trusting most of the level after that first fall. At some stage you've even set up a very difficult but possibly jump which could be circumvented by just walking through the wall.

As mentioned the premise of the game feels a bit lacking. I know I'm putting in a lot of critique here but I think you've managed something really cool that with some attention given to how everything is presented to the player can turn it into a really fun game to try and speedrun. :slight_smile:

nofuel 2017-08-03 18:22

As the comments above said, the jump height randomly variate what felt a bit weird and makes it sometimes very difficult to reach a higher platform. It would be nice if there were some checkpoints so that you don't have to start from the whole beginning which is a bit frustrating. anyhow I had fun playing it!

cenullum 2017-08-04 16:58

@nofuel is right you should add checkpoint it was hard .My mistake was it too. I don't like much speedrun but it isn't boring :D

sleepystudios 2017-08-19 13:22

I liked the art - there was definitely charm to it. It was quite demoralising to immediately die to the laser after failing a jump at the bit where the shield was introduced and to go all the way back to the beginning.