cheesepencil 2023-05-01 03:59
It is difficult! I like the delivery dude's animation
Foon → Ludum Dare Explorer → LD53 → Delivery Man
By the3rdhunter
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 288 | 3.22 | 33 | |
| Fun | 257 | 3.16 | 33 | |
| Innovation | 383 | 2.51 | 33 | |
| Theme | 292 | 3.54 | 33 | |
| Graphics | 195 | 3.58 | 33 | |
| Audio | 175 | 3.38 | 33 | |
| Humor | 285 | 2.42 | 29 | |
| Mood | 210 | 3.26 | 32 |
It is difficult! I like the delivery dude's animation
I really like the 1bit artstyle. The game made me feel like playing jumpking sometimes XD I liked it
Is there even a top of bottom to this? Either way, I love the aesthetic and liked the music. I was not a fan of using the J key to jump, though. It also would have been nice to know that Space Bar was "confirm."
Love 1bit art games!! The background tune is a bop. Also seconding the funky walk anim being good, it has a funny air about it. :D
Cool art style, the 1-bit look is very charming! The arrow pointing at the boxes was a very good decision. It meant I had an idea of where to go, but still had to explore the map to actually get there. I would have loved coyote time for the jumps with the boxes above the head, but it ended up being a fun timing challenge. I eventually got past it. Also thanks for doing controller support! It's always nice to play these kinds of games with an actual gamepad. Just feels right.
This was a pretty fun game. Graphics were some of the better 1-bit graphics I've seen, and music was pretty good too. Controlling the character felt pretty easy and smooth. There were some minor typographical issues in a few places though.
Nice work with the audio, and clean 1-bit graphics. Radar arrow was a really nice quality-of-life thing; I wouldn't have stuck around playing for very long if it was just an exploration type thing. I managed to get 33 boxes. Some of them seemed very close to my current spot, and others were quite the jaunt. Were they procedurally placed each time?
Animation of the player character actually looks pretty great, i love the smooth camera movement too. Only wish is that the jump height could be controlled by the amount of time the jump button is held.
minimalist but really nice!
@cheesepencil Thanks for playing! Bundle Dumper: Florida Edition is awesome! Anyone who's reading this comment should go [check it out!!!](https://ldjam.com/events/ludum-dare/53/bundle-dumper-flordia-edition)
@castitatis I'm glad you liked the art. I really take that compliment to heart cause I thought you game looked amazing. [The Mailman is great!](https://ldjam.com/events/ludum-dare/53/the-mailman)
@shatteredmindofbob Thanks for the feedback! I should have added some feedback for what the confirm button was, or at least accepted more inputs for confirm so that you didn't have to search around. I'll adjust that in future iterations.
I like the minimalistic art style and the music was well done. There were some times where I had to take a leap of faith though since the arrow directed me to go a certain way but I did not see anything I could jump to. But I'm glad the arrow is in the game otherwise I would probably get lost.
Regardless nice work on getting this done for the COMPO!
@auxC Thanks for playing! [Paelo Pickup](https://ldjam.com/events/ludum-dare/53/paleo-pickup) is awesome and everyone should check it out.
@cameronpenner Thanks for the feedback! I agree with you that coyote time would be a real nice quality of life improvement that I want to add to the raycast based controller I used. I didn't have time to add it in this jam, but it just makes the jumping feel better that it's a real high value add want in there. And I agree about the gamepad support. I feel like that's an absolute must! [Bad News Bear](https://ldjam.com/events/ludum-dare/53/bad-news-bear) is one of my favourite games of the jam so far. So charming and funny!
@zefphyer Yeah I noticed the typographical errors a little too late to do anything about it for the compo submission. It was the classic 'everything looks good in editor' and then when I did the build, the sizing was off. But I left building until too late and didn't have time to adjust stuff. The menus will definitely get another pass in the next iteration so I can clean that up. Thanks for playing!
@defrag Whoa! You delivered way more boxes than I managed to deliver packets in [Packet](https://ldjam.com/events/ludum-dare/53/packet)! Way to go!!! The box and delivery point placements are predetermined, but each box has a list of delivery points (or next pick up points if it's a delivery), and I randomly pick from those lists each time to give the destinations some variety.
@josh-bothun Thanks for playing! I agree that variable jump height would make the jumping feel better. Unfortunately I just didn't have the time to get that in during the jam. But definitely something I'd like to add if I iterate on this game. And now after playing [Skypost](https://ldjam.com/events/ludum-dare/53/skypost) I also want to add some epic leaps between flying islands!!!
@brineleaves Thanks for playing! I'm glad you enjoyed the minimalist vibe of the game. That was partly by necessity due to lack of time for this jam, but also something I'd been wanting to try for a while. This probably won't be the last time!
Fun game! Enjoyed jumping around delivering packages. The delivery arrow was very helpful, I would have been lost without it. Nice work!
@ddesigndude Thanks for playing!!! Next up: making a DS port of Delivery Man!!! :laughing:
@nick-baggett Glad you liked it! After playing your game I want to make Delivery Man: Halloween Edition with 100% more gothic soul delivering.
@the3rdHunter Excellent! I hope you'll have great the success with that!
The minimalist aesthetic is gorgeous. The gameplay is fun - no more, but I am not a big fan of platformers. What I have really appreciated is the player controller which is perfect. There is no problem with colliders. Controls work well as expected with a good vibe for jump. However I don't understand why you use the key J for jump when usually we play using the space bar. Strange - but it's your game :)
Very very nice controls and so easy to understand. Very smooth animations on the dude. One thing I noted was something messed with UI in the menu. I was running WebGL - resolution of the actual screen 1920x1080... of course the browser was a lot less.
2023-05-05_19h37_41.png
Very very nice entry :thumbsup_tone1:
:purple_heart: :dart: :frog:
I really like the black and white graphics and the megaman-esque jump sprite! I feel like a minimap would help the game out a lot, given the arrow indicator doesn't really show what path you are intended to take. That aside, good job!
Really nice game! I loved the aesthetic - the 1bit art combined with the NES-style font and BeepBox music really helped create an authentic retro feel. The game was also surprisingly fun - I liked the concept of a very open platformer where you can't lose, simply accumulating score until the timer runs out. The jump felt really good, and there were many times I was saved from falling down by a well-placed platform. Great level design! I do have two nitpicks, though.
The first is the lack of visibility in the level. The camera is extremely zoomed in, and there is no minimap (or even a map of any kind). This made my first run a disaster, struggling to find my way through the huge world and barely delivering any packages. While it did create a sense of exploration - and my second run went way better as I'd memorized parts of the layout already - it was still a bit frustrating, as I kept reaching dead ends.
The second one was that the score and time system felt a bit opaque. I didn't really understand what determined how much score I received from each delivery, and even less the amount of time - sometimes I got only 3 seconds, while others it was over half a minute. Looking through the source code, I saw that it depends on the amount of distance (to the package itself I assume) - which is really smart game design! - but I had no way to know that as a player.
Overall, I really enjoyed it! Great entry! Here's my final score:
Screenshot 2023-05-05 205821.png
@geckoo1337 Thanks for the positive feedback! I'm glad you liked the game, even though you're not a fan of platformers. Yeah, 'J' for jump was a little weird. Things got a little hectic towards the end of the jam, and I thought I remembered encountering issues in the past when using space for jump in web browser games. But I realized afterwards that was a separate issue. My exhausted brain betrayed me! I'll fix that in the future. Thanks for playing!
@purpledartfrog The UI issues are the result of me rushing near the end to get the build done, and not testing in browser enough. Lesson learned to test builds earlier. Not that it helps, but the screens look beautiful in editor! Lol! I'll adjust them in the next iteration of the game, but for this jam I feel like leaving the screens a little funky is good. Gotta embrace your mistakes and learn from them!
@glove Thanks for playing! I agree with you that the game would feel better with a minimap or more feedback about the direction you should take. I had a couple ideas for that. One was to have a series of waypoints that the directional arrow would point to, so that way it would be a better indication of where you need to go. Right now it just points at the location of the next package/delivery point and it can be a little misleading if there's a wall you need to go around, or if the path to the next location isn't a direct line. My other idea was to have a button that lets you zoom out to see the entire map so you can see where you are, where your destination is, and what lies between. Unfortunately for both of those ideas, I ran out of time to implement them for the jam. But I agree with you that something is missing there and would help a lot. Thanks for the feedback!
@the3rdhunter absolutely no worries.. it took nothing away from the experience... mine is a LOT buggier... so if you need to feel better ... you can spin by :wink: Good luck with your entry... which is actually one of my favorites so far
Fun game! The movement mechanics felt pretty good, and the layout of the level and the way the arrow points where you need to go really compliment each other quite well.
@frogman Wow! That's a crazy high score! Way to go, and thanks for playing! :heart: I absolutely agree with the lack of overall map view is an issue. I had some plans to address that, but I just ran out of time in the jam to get them implemented. If I iterate on this game going forward, that's one of the first things I'll address. Your point about the score and time system is also a good one. As you saw from the code, there's some logic to how much time is added per delivery, but your right in that it's not at all communicated to the player. How time is currently added is very much the 'minimum viable product' version of it, and I'd like to take another look at it and maybe add some more complexity to it. Whether I change the underlying mechanics up or not, I'll definitely add some feedback for how much time is getting added. Thanks for your feedback!
@asieke Thanks for playing! I'm glad you liked it!
Navigating the map felt natural and good! Music was jammin' as well!:) Liked it a lot!
This is a simple as it gets and it's perfect for that! Really fun game, something about the mid-air sprite made me laugh each time. Well done!
its genius is in its simplicity. really minimalistic but fun to play. would love to see some ending but i get the point of the game. good job!
Fun little game, simple and to the point. The only nitpick I felt is that the jumps are too floaty. Other than that, great entry !
Nice entry! the gameplay felt really good, the sprite work is simple but really efficient! Nice work on the map. The music is a bop
@alec-cunningham Thanks for playing! Glad you liked it. I was worried I didn't spend enough time tweaking the map, so I'm glad to hear that it felt good to play.
@fabian-denter Thanks for the feedback! I really liked [Spirit Mail](https://ldjam.com/events/ludum-dare/53/spirit-mail). If anyone needs a break from frantically running around delivering packages in my game, check out spirit mail for a quieter, more reflective delivery experience.
@satacat Thanks for playing! I would have liked to add some way to win the game instead of it just being strictly an exercise in how long you can last, but unfortunately that got axed due to time constraints. I do like the idea of having some sort of way to win condition and I'll definitely look at add that in the future. Thanks for the feedback!
@hakro Thanks for playing! I agree the jumps could use a little bit of iteration. I think adding in logic so the jumps respond to how long you've pressed the jump button. That will make the jumps feel more responsive and less floaty. I will also likely iterate on the airtime durations.
@squeele Glad you liked it! Thanks for playing!
I love the black and white aesthetic in this game, and its simplicity. A breath of fresh air this game is. Nice work.
Great design! Both audio and graphics.
I have no idea how the other people playing got such high scores :confused: To me the game felt a lot like "Getting over it" :sweat_smile: