almightyzentaco 2021-10-05 16:26
Very cool little game. The art style was clean and attractive, gameplay was pretty smooth. All it was missing was a jamming soundtrack. Nice work!
Foon → Ludum Dare Explorer → LD49 → Unstable Delivery
By mr-blue, Deadman, LaserHydra, 0x89A, JajaItsJason and GregGaede
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 994 | 3.33 | 23 | |
| Fun | 772 | 3.40 | 23 | |
| Innovation | 952 | 3.11 | 23 | |
| Theme | 577 | 3.71 | 23 | |
| Graphics | 735 | 3.61 | 23 | |
| Humor | 954 | 2.60 | 22 | |
| Mood | 1366 | 2.52 | 23 |
Very cool little game. The art style was clean and attractive, gameplay was pretty smooth. All it was missing was a jamming soundtrack. Nice work!
Despite it missing some elements, I found your game to be fun!
Fun to play! Has a nice feel and it's fun to decide whether to drive safe or drive FAST. The arrow heading to the goal directs you down roads, might be nice to have the arrow point directly to the delivery point and have the players forge their own path. Well done!
You can't deliver all the crates, a part falls at the spawn, you can finish a level even if you drop all the crates. I would have preferred a direction rather than a gps tracker, that prevents us from foreseeing where we have to go...
Pretty cool submission, great job! The thing that stands out the most here is definitely the graphics for me. Two minor feedback points for me is that the boxes initially already fall out of the truck without even moving and the navigation arrow is very slow so I end up missing turns. Other than that, awesome stuff!
I lost all of my boxes haha.
This is a funny game
I liked the game, but the car was really hard to control. After I took it slow the game was pretty easy. It just took a bit of time. Great game.
Good job, you managed to get a descent feeling driving model in few days! Few jams ago our team tried to do a driving game and to get the handling feel right was really time consuming and difficult thing to do... Impressive job! :) I think the biggest issue is the missing audio, I would have even dropped half of the levels to get at least some kind of simple engine sound. Also I would have changed the navigation arrow to point directly to the navigation point, now it was very annoying to go 150 kmh to an intersection only to need to slowly to slow down, make U turn and return to that cursed intersection. But I enjoyed the driving model and the graphics and there was plenty of different levels, good job!
Cool game :) we also made a delivery game and I would like to have a direction arrow in our :)
Fun little game :) the driving was cool, I was trying to get Unity wheels to work a few days ago and just could'nt stand them (don't know if you used them, but I think you used a simpler method which in my opinion resulted in better feeling at least for me :) ) only the camera was a bit off when turning.
The main thing that dragged the game down for me was the complete lack of audio, as I see with quite a lot of games and yes, it can be time-consuming, I think that adding any sort of audio, even the tiniest amount, can elevate the feel of the game dramaticaly.
I hope you will participate again in the next LD and implement some audio feedback, because I think this game was really cute :)
Too bad the Npc not in the game, it would have been a much better immersion. But, I enjoyed testing your content! the idea is well executed, despite the bugs recorded.
This game has a lot of potential, and I had fun with it for a while. I like the idea of delivering an unstable pile of boxes affected by gravity.
The graphics were very nice, great work! The movement of the vehicle also felt smooth and natural.
Pity about the missing sounds and music, those would help the game tremendously IMHO.
As you mentioned already, the score should probably reflect the time and amount of boxes delivered. Right now, there is virtually no challenge. Also, a simple time limit might provide a good adrenaline boost (and excitement with it).
Also I did not like the arrow very much. Far too often I was already going quite fast forward when the arrow decided it was time to turn. I presume that might have been an attempt to make the game more challenging, but for me it was a bit frustrating. I would much rather have a GPS with the highlighted road (either GTA-style on a minimap, or directly on the road, doesn't matter) so that I can prepare for the turns, as opposed to slowly backing up and retrying. Or maybe it could just point to the target directly and have the player figure out the way. Right now, it just slows the pace down, unnecessarily.
If you get around to releasing another version with some of the issues fixed, I would gladly revisit this game, please ping me if you do :slight_smile:
Anyway, congrats for finishing LD! You've done a lot of good work.
Fun game. The mechanism is simple and easy to understand. The physical system is really interesting Haha the pile of boxes fell out at the beginning, although it is a bug, it is very impressive I just wanted to say that the later levels are a bit boring, and some new mechanisms may be needed later. Then I saw the house in the sky at level 1-4. Hahahahaha
Thank you so much everyone for playing! All your feedback and surprisingly positive comments are much appreciated.
I want to address your feedback here and mention the people who left it, so they see my reply. Don't feel left out if I didn't mention you :)
@blake-mullin @mimusangel @goldenevolution @martta @mvasko2 The navigation/GPS arrow seems to be a very common point in your feedback, and we will look at improving it. I currently have two different ideas for doing so, also thanks to your suggestions: 1. Point straight in the direction of the destination 2. Instead have an arrow or line on the ground in front of the car, pointing in the right direction on the street
@almightyzentaco @martta @mvasko2 Furthermore, the lack of sound is obviously quite noticeable and unfortunate. We'll also see whether we get a chance to add it with a post-jam release :) We'd have loved to have added some sounds & music, but we really struggled getting our main functionality to work in time, and that was higher priority. Making additional (sub-)levels was unfortunately not one of the things we could have saved a lot of time on, since they were quite quick to make once we had the map set up.
@martta @drunk-wizard I'm really glad you liked the driving. Implementing that certainly took a lot of our time. It took 3 of us a collective 1.5 days or so to properly get it working after repeatedly scrapping it completely and looking at other possibilities and examples. After switching to just a AddForce-based approach, we ended up back at the Unity wheel colliders and finally got them to work, after a lot of failed attempts. While it does seem to be decent now, we'd probably want to tune it some more in the future as well.
@mimusangel @goldenevolution @wang-tianliang The way boxes are spawned, falling out of the truck, is a known issue and it's definitely something I'd like to fix. The boxes should all start in the truck, positioned reliably, so you have a fair chance each time.
@nephelias @cloudlunar Finally: more mechanics, variety, and levels would of course be great to have, and we'll also perhaps try to get at least a bit of that into our post-jam release(s). Additional mechanics could include the mentioned NPCs, a time limit, other types of transportable items with quirks, different driving environments in different levels, and of course much more. We had incredibly little time left to make the levels, so I'm glad it was enjoyed at all. A similar game which @evgeniya-zapolnova and their team have created is quite a good example of additional mechanics, which I found to be a nice touch.
I hope I addressed all your feedback and am looking forward to possibly get more feedback from you guys for post-jam releases.
:slight_smile:
@laserhydra thanks for detailed reply :)
Awesome delivery game, I like that you had turn by turn arrow. Would have been a bit nicer if it would have alerted you before the turn but I get it, short time line to make the game. I hope you continue with it as I really liked the handling of the truck. Reminded me a lot of the Rush games in terms of how the truck handled. Speaking of the truck we also made a delivery game, would love it if you gave it a go since we made similar games.
Also if you use Blender for your 3D models there is an awesome tool for making buildings really fast called building tools https://github.com/ranjian0/building_tools
I kinda like that the crates spawn in and fall out of the truck. It's kind of a metaphor for life. Sometimes you things just don't go your way and alls you can do is keep on truckin'.
I really enjoyed the submission. The simple art style was appealing, and the arrow indicating where to go being based on the actual roads rather than the general direction was a really good touch. I felt a little weird about the crates falling into the truck at the start, if only because it would be 1)I couldn't hold down the forward key until they all feel in, and 2)It meant some crates would likely fall out based off no fault of my own. I do wish also wish this game had sound effects, as it hurts the game and makes it feel kinda empty and lifeless. I still had a lot of fun with this, though. I also would like to give props to you for responding to feedback in such a detailed manner. It shows you are really paying attention to the comments. Good job.
Thanks again for your feedback :) I'm glad you guys enjoyed the game.
@codechomper Thank you for the suggesting that building tool. We'll try to keep it in mind for future projects.
@khaotom It's nice that you've indeed found a different way to look at the fact that the crates often fall out at the beginning. Though, since it's generally considered unwanted for us and most of the feedback so far, we'll likely fix it.
@proxy-games I totally agree with you and the others that sound is likely one of the most important things missing. With our post-jam release, I'll try to get at least a bit of sound into the game. It's also interesting to see that you did in fact like the arrow pointing along the street. We have since adjusted it a bit, but don't worry, road navigation assistance is kept! Thank you for your kind words about my response. As I mentioned I was honestly a bit overwhelmed by the positive comments, and would love to improve on our game with the feedback you guys have given.
---
Lastly, we've been working on a few things for our post-jam release. While it's not done yet and I'd like to add some more improvements still, I can share a little teaser in regards to one of the prevalent feedback points: our GPS / navigation assistant. I've changed the arrow we've had to point straight towards the delivery point, but added arrows on the streets additionally to help with navigating those:
Screenshot
The concept is solid and when it was finished (with musics and bug correction) that can be very fun ! At some moment at the beginning of the level some crate automatically fall on the floor then which we have didn't move, that's very frustrating.
@robowarrior1982 Thank you for your feedback too :)
@mvasko2 It took a little longer than I hoped, but we finally got around to wrap up the post-jam release we've been working on. The download link was added to our LD page here, along with a changelog. I hope you'll give it another go and hopefully the most pressing problems have been resolved. :)
@laserhydra Thanks for pinging me, I gave it a spin :slight_smile:
The music, sounds and the arrows all help the game a lot, good job!
There are still a couple of little things that should IMHO be looked into:
- While it's a huge improvement that there's a minimum score (there's at least some kind of challenge), I would like to see real-time feedback on how I'm doing. Maybe show the current calculated score in the GUI while I'm playing? The thing is that I have no way of telling if I am going to fail the level before I do. - The boxes still tend to glitch out sometimes. The situation is improved by a lot, so they don't fall off at the beginning, but on some occasions, all the boxes were shot in the air after what I thought was a tiny bump. - The world should be filled with interesting and/or challenging stuff. The NPC cars that you mentioned in the description would probably help. Also some traffic would make the cities come to life (and provide some challenge, since you would try not to bump into them). - Maybe it should be harder to go for the target off-road? While the arrow is much more helpful now, it makes it a bit easier to cheat now :slight_smile:
In summary though, this is definitely a step in the right direction IMHO, keep it up!
Also, if there's ever another version, I'd still like to be notified :slight_smile:
@mvasko2 Thanks for your updated and again in-depth feedback!
Most of the things you mentioned I have had in mind and totally agree with.
Our scoring certainly needs more improvements, and as you mentioned, more information about how well you're doing would be good. You do currently see how many boxes you've still got in your car and the time you've taken, which are basically the factors used to calculate the score, but it still can be improved.
In regards to the boxes, there's been some back and forth. We originally fixed the box spawning by spawning them in a perfect grid, but then they ended up being positioned so perfectly that it was actually somewhat difficult to lose any with our truck. So I deliberately adjusted it so that boxes spawn with a bit of a random force applied to them so they don't stack quite that cleanly. I haven't had all boxes jump out from a little bump in my testing, but that certainly may need more tweaking. Perhaps a bunch of these issues would also be resolved by using things & shapes other than cube shaped boxes as cargo / transportable items.
The world needing more detail & generally a bunch more work is something I totally agree with. Creating the maps & levels is something we did in very little time just around the deadline, so there is much to be desired. And with our post-jam release here, I was mostly focused on fixing bugs and improving mechanics rather than working on the maps (other than some things here and there, such as the desert terrain).
Finally, we actually have a task "lying around" to have the truck / vehicle behave differently off-road, but that is just something we hadn't prioritized and haven't gotten around to.
I am honestly not sure whether there will be another post-jam release for now, but I will let you know if/when there is.
And again, thank you for the additional feedback and trying out our improvements. :slight_smile: