digital-bacon 2023-05-02 01:39
**NOTE** Currently having issues with getting Unity to do an HTML5 build. Once I've got it fixed, I'll post it here.
And fixed, with 12 minutes of the submission hour left to go... :sweat_smile:
Foon → Ludum Dare Explorer → LD53 → Delivery City
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1125 | 2.87 | 53 | |
| Fun | 1167 | 2.52 | 53 | |
| Innovation | 1168 | 2.42 | 53 | |
| Theme | 591 | 3.92 | 53 | |
| Graphics | 995 | 2.80 | 53 | |
| Audio | 744 | 2.30 | 51 | |
| Humor | 1023 | 2.09 | 51 | |
| Mood | 1139 | 2.55 | 53 |
**NOTE** Currently having issues with getting Unity to do an HTML5 build. Once I've got it fixed, I'll post it here.
And fixed, with 12 minutes of the submission hour left to go... :sweat_smile:
The arrows pointing to the building you're supposed to go to is a great touch. I'd say the biggest thing to work on core gameplay loop-wise is making the interactable areas bigger, like as big as the buildings, or at least match up with the doorways (the post office was worst about this).
Thanks @oter!
The arrows were added in the last hour of the jam, and I'm happy I managed to add them in.
The colliders for the buildings were done in the early hours of the jam with a "fix these later" note, and later never came :cry:
I got off the map bug2.png
Thanks @mkraw, I thought I'd managed to close off all the escape points!
Simple and functional, getting the core loop working which is a big task in any game. Nice one!
I found that if you walked along the pavement next to different houses the interaction prompt would disable, which interrupted me playing and understanding the game at first. If I had to guess, you have the `OnExitCollider()` call immediately disable any interaction that's available, instead of only disabling its own related one. If this is the case, try adding a [HashSet](https://learn.microsoft.com/en-us/dotnet/api/system.collections.generic.hashset-1?view=net-7.0) and adding and removing interaction points when entering or exiting. I would then enable or disable interactions if the set is empty before adding or after removing.
The message board worked perfectly and the responses when I went to the wrong houses were a nice touch. Good job :smile:
Fun little game, and I perhaps played it for longer than I should. I would have liked to be able to take two jobs at once, and as @fuse-in-a-bowl mentioned if you don't leave the pavement it doesn't register that you've arrived at a location. Those ker-chings are very addicting though.
Good stuff :8ball:
Nice little delivery game.
Cool level! I like all of the interactions and animations you've put in place. I could see vehicles and a bigger level being a huge plus, but well done anyway. I think some music or sounds could have lifted the aesthetic a bit more? Also I kind of wish the character wasn't staring at me the whole time...
Great work getting a basic loop completed without any noticeable bugs! With some polish, a larger map, and some kind of hazard to avoid, this could be a pretty fun game!
A few things I would consider for next time would be:
1. The player is painfully slow. Having them on a bike or something fast and a little harder to control would make the game a lot more fun and add some difficulty.
2. The timer for the quests should be much more prominent on screen since that is the most important information.
3. Instead of a big green arrow, you should have the player using more subtle cues to find locations (the mill having a silo is a perfect example).
Overall, good job!
Nice game. Controls work for the most part. A few times i could not pick up a package at the Post Office no matter where I was positioned in front of it. Overall nice simple game.
I think web version might be a bit broken. Other than that nicely done as for 3 days
Thanks for your comments, everyone.
@fuse-in-a-bowl: Yes, as other people have mentioned, I need to have another look at the colliders.
@oddballdave: One of my original ideas was to have a "vehicle dealership" so you could purchase vehicles as the game progressed, letting the player move faster and carry more packages (and therefore, have more jobs on the go). Glad you liked the kachings! :moneybag:
@codeforjoycaro: thanks!
@kierogi: I spent the week before the jam playing around with Unity animations, so I'm quite proud with how well they worked :smiley: Definitely want to add music and more sounds, and have a proper animated player sprite that isn't always facing forward :eyes:
@sjpixels: I definitely want to have a bigger city, but I was wary of spending too much time on it (like I did in my LD52 entry). I'm thinking pedestrians and vehicles for hazards, maybe thieves trying to steal packages. Also, as I said above, I did have plans to add vehicles, but I just wanted to get something playable working first. The suggestion about make the timer more visible is really good. Apart from the Post Office, all the other buildings were taken straight from my LD52 entry (just to cut down on time spent on asset creation, which hobbled me a bit last time), so I only had time to do big green arrows to indicate destinations. I also want to include a minimap and/or an arrow at the edge of the screen to point in the direction the player needs to go, if the destination is off screen.
@milano23: There can sometimes be a problem with the colliders, where the game doesn't detect the player is in the right location. If you can see a street sign at the bottom right of the screen with the location's name, you should be able to interact with a building.
@ruslana: I haven't noticed any issues with it myself, though it can sometimes be a little slow to load. What particular issue were you having (and what browser were you using -- I've only tested on Chrome)?
Cute graphics. I also had problems with the colliders, but I noticed that when I walked away from the building into the street and then came back, it would detect it. However, if I stayed on the sidewalk (for example, walking from the mill to the post office), that's when I would have issues.
I think the game would be more fun without the green arrows, so the player would have to find the locations on their own. Also, a shop to spend one's earnings might be nice.
Thanks @shimmerscale! I'm planning on revamping the city map, which will include reworking the colliders completely.
I do have plans for a vehicle shop so players can move around faster and carry more packages, but now I'm wondering what other kinds of shops I can include -- thanks for the suggestion!
Nice game, I liked the idea! There's seem to be a bug where the buildings interact points are on the same position so it's really hard to select the right building and not it's neighbor. However still fun and cute.
Thanks, @bmanstudio! Yes, there's problems with the colliders on the buildings. I think someone else may have mentioned it... :laughing:
Nice game for a couple of minutes. It needs more challenge/mechanism to last longer. I encourage you to not neglect the sound, it give feedback pretty cheaply. (There is a hole in the colliders on the bottom-left corner). But overall, congratulation, a game in 3 days, that's not easy. Keep it up.
The post office arrow was pointing upwards to the back of the office, so I went around the fench in the northwest. Apparently this is out of bounds, causing me to run out of time.
Cute art style, glad to see the pixel art is all the same size. I always ended up accepting jobs then accidentally opening the noticeboard again.
Interesting concept, wish there was a way to move faster!
Thanks!
@frelude: I've got a couple of sound effects in there (which is waaay more than in the last two jams), but I want to add more (and music as well). Thanks for the note about the hole in the colliders, I'll fix that.
@prismapunch: The arrows were a last minute addition, and I was trying to use the up arrow to indicate "pick*up* here" and the down arrow to indicate "*drop* here". I didn't think that it could be taken to mean "pick up from the back", so that's great feedback. As for moving faster, there was supposed to be vehicles you could upgrade to, but I didn't have time to implement. Glad you like the artwork!
My favourite part of this was the cute pixel-art buildings. Well done!
Thanks @tompudding. Unfortunately, apart from the Post Office and the player avatar, they're all taken from my LD52 entry :laughing:
Cute little game, completing the game loop is always a big task while having time pressure. I especially liked the graphics of the houses. Are you planning to continue on the game and release a post jam version of it?
Thanks @philipprapp95. I keep saying that I want to keep working on my games post-jam, but I never seem to be able to :cry: but I have made some changes based on feedback here, and I'll release version 1.1 soon.
It's a start! Always a bit of a hassle to properly get random generation going and balanced, and you got it done.
I think I'd have preferred it if it way playable with keyboard completely ... all you'd have to do is assign the 1 and 2 keys to the tab-menu.
Lastly, the placement is a bit finicky, sometimes you have to move _away_ from the location in order for it to register -- luckily, it only shows the street-sign when you _can_ click, so it's not _too_ frustrating. (The street signs popping up are a nice touch in any case.)
(Side-note: It wouldn't start for me properly on Firefox, I had to use Chromium to get past the unity loading bar screen.)
Thanks @remco!
I don't like having to use the mouse to click on things either, but I just didn't get around to implementing gamepad and keyboard controls for the menus. Coming in version 1.1 :grin:
The colliders for the buildings are wonky and need a rework. Something else for 1.1 :grinning:
Finally, the Unity web builds have always been a bit hit-and-miss for me. It's almost guaranteed that the web build that works embedded above won't work embedded on itch.io. Chromium-based browsers seem to work more consistently.
It's a good start with a nice gameplay loop. I found that often the house didn't register that the postman was there, so I needed to go back and forth a lot before I could pick up or deliver a package. And some of the walls made the camera jitter a bit.
Was a little bit confused where the locations are, but that's easy to find out after a while as there's not many places. But if you're planning to expand it to a bigger city (as you said in the description), you'll need a map so it's easier to navigate around, especially for new players.
Gameplay loop is solid and works relatively bug free. Nice work here :smile: Sometimes I had to walk a bit back and forth near the building before it registered that I'm near it and allowed me to interact.
You could definitely build on this with some music, some lively animations, some obstacles and, as you said, a bigger world to explore. Nice jamming :)
As there is not rising difficulty or additional challenges appearing, I set myself a goal of earning 100 bucks and then just quit my delivery job and run away into the desert :wink: (you can go north near the empty lot and walk and walk). Screenshot_2.jpg
Thanks for your feedback:
@reed-molbak: there's an issue with the colliders: backing away (down the screen) from the building, then moving up again, usually fixes it. I've also updated the Windows build on itch.io with a number of fixes, including the building colliders.
@kyboon: I've just added "minimap" to the feature list for v1.2 :laughing: I'm also thinking of having an arrow that points in the right direction if the destination is off-screen.
@fabula-rasa: see comment above on the colliders :laughing: Music and animations are also on the to-do list. Also plan on increasing the difficulty and having more to do. Long-term plans for a storyline and quests.
Nice little game. The job picking system works well and the arrows make it very clear where to go. I did find the hitboxes a bit small and sometimes nowhere near their respective building but once I knew to watch out for it, I managed well. It was nice having the city be quite small as instead of getting lost you could just focus on the task at hand!
Nice work putting this together - I liked the loop of strategizing when to take a job and the challenge of planning your route to make sure you get there on time. I think a little walk cycle animation on the character would go a long way. Great job!
Thanks for the feedback!
@sarah-alexa: I do plan on increasing the size of the city, though there's a few issues (including the hitboxes) that need sorting out first. It'll probably be a progressive expansion though, slowly increasing the size of the city as the player's capabilities increase.
@squidgod: to be honest, the strategising wasn't planned -- somebody else mentioned figuring out about not selecting a job until they're near the pickup building... and I hadn't thought about doing that before. I'd always assumed the player would immediately select a job on opening the noticeboard. (I'm not complaining: I love it when players find things I hadn't thought about.) I did think about not letting the noticeboard be closed until a job had been selected, but that seems harsh. I think changing it so you can only collect jobs when you're at your "home base", but I'll have to make the time limits more generous. Another alternative is having a time limit on how long a job stays on the noticeboard before it disappears. Animations -- not just for the player avatar -- are planned, but take me a while 'cause I'm not a very good artist.
Great delivery concept. I like how I was able to choose my tasks and how they made great use of the Ludum Dare theme! =D
Thanks, @stephenwhoskins!
Nice little entry, I also liked how you could choose jobs and the scaling pay lets you pick your own difficulty rewarding the harder to deliver jobs. Good job!
Thanks, @roka-josh! Unfortunately, the "scaling pay" is an illusion. It currently randomly decides payout, penalty and time limits for each job, with no relation between the different values, or the distance between destinations (it's on the to-do list :laughing: ).
Played it on the web. I think it shows promise, juts needs some tweaks. It may be difficult to get the job (E doesn't work even if you are close to a building sometimes), and the city map is tiny. There is potential in the mechanic of trying to remember where each address is positioned and finding a route to that destination.
Thanks @tangiblegames!
You do need to be in close to building to be able to interact with it. When the street sign appears at the bottom-left of the screen with the name of the building in it, you'll be able to interact.
Planning on a major rework of the city -- increased size, abandoning the grid layout, etc. -- some time in the next few months. Already added a minimap for version 1.2.
overall tight simple loop. but you need something to do along the way, like avoiding traffic, dogs off their leash (who famously hate postmen) etc, as otherwise you have little engagement with the journey once you know the map.
Thanks @interpixel! I've got a lot planned for continued development, including an expanded map, a story line, hazards, etc.
I don't have much to say that hasn't already been said. I did have issues with the colliders, especially in front of the post office, but overall it works very well for a jam game. Definitely do keep working on it, it's a great base for extra features!
Thanks @acearcher !