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David Yates

Games

YearLDThemeGameDivisionRank
202353DeliveryCausality Couriersextra

Comments by David Yates

LD53 — Delivery

Delivery: New Hope by Somnium 2023-05-13T19:08:11Z

Great take on the theme, and good to see another text game in the competition (though yours is a lot more serious than mine).

I managed to get the good ending on the first try, and the good ending with the teddy bear on the second. Then I went through a few more times to get an idea of the rest. One bug I found was that the option to turn yourself in to the police at the bus station appears even if the police aren't there -- that confused me on the first playthrough. I'm also not sure I totally like the idea of graying out unavailable options rather than just not showing them.

I didn't like the typewriter effect on the text, though that is largely a personal preference, I turn it off in every game that gives me the option. I think it might have been better to either show all the text at once or make the player click for each paragraph, like how it's done in some visual novels. Some more art for the middle parts of the story would have been nice as well.

As for the writing, it was clear and engaging, but it might have been nice to get a bit more backstory about the main character. To an extent, the lack of this sort of thing conveyed her focus & the sense of being on the run and using all her energy to figure out her next move, so it's good that the narrative wasn't totally bogged down by inner monologue. But I think a few contemplative moments to get into her thoughts, such as before she settles down in the library, would have added to the story's depth.

Overall, nice job telling an engaging story that handles a serious subject with appropriate gravity.

Delivery: New Hope by Somnium 2023-05-13T19:59:23Z

>The graying out of an option is usually combined with changing the label of the button to explain why the option is not available (to make it clear which decision made it unavailable, and that it can be explored on another playthrough) - on the other hand it can also be immersion-breaking, so given more time we’d probably have made it a toggleable option.

I think a toggle would be good here. On the one hand, like you said, it gives you an idea of what other things you can do -- in a way it simulates the protagonist having thoughts like "oh, I could use my flashlight now if I'd brought it" -- but on the other hand it's kind of like having spoilers. I can see arguments for doing it both ways.

>The “turn yourself in” option at the bus station is not a bug, though the label could have been clearer - it is possible to go through the game without having any way of getting on the bus in the end, so it remains as a “give up” option. Though it might also have made sense to disable it if any of the other options were available.

Ah yes, I got to the bus station where I couldn't get on the bus in one of my play-throughs, and that was the one where the option to turn yourself in seemed to make more sense, as the police are right there. That's why I thought it might be a bug.

>Given an options menu, the typewriter effect would also have been toggleable. Since there is no option menu, we instead made it so that you can “skip” the typewriting effect by left-clicking, which will reveal the entire text immediately.

Thank you very much for doing so!

>As for additional art, as well as some expanded segments with additional backstory and detail (both for the resting-segments as well as for some of the “persuasion” scenes), they were planned, but they unfortunately had to be cut due to the time constraints.

I had a feeling that might be the case. Ah well, that's game jams, there's never time for *everything*!

Phantom Package by 0x01F0 2023-05-11T12:53:15Z

Great atmosphere, loved the voice acting and the personality it conveyed. I wouldn't think it very security conscious of the good doctor to leave that note directly taped on the safe, but then it did actually take me quite a while to find it, so maybe that was the best hiding place after all.

Getting a to be continued after the first puzzle was a little disappointing, but I understand that there's only so much you can accomplish in 72 hours, and this is a nice demo.

IceCream Van by notnasiul 2023-05-13T11:12:49Z

Bumping the kids over and getting my van destroyed was maybe more fun than making ice cream for them.

Crates by karreg 2023-05-13T11:26:50Z

Nicely polished puzzle game. You've wrung an impressive amount of mileage out of the single mechanic of changing the conveyor belt direction. If I have any criticism, it's that it would nice if there was an animation showing the package getting from one side of a checkpoint to the other rather than having it just teleport.

TapirBoy by ruthiepee 2023-05-19T18:24:24Z

I hate it when people extend the plants in front of their houses right up to the edge of the road, but I guess it's lethal for tapirs! The art and audio were great, I especially liked the applause when I managed to deliver a paper. The perspective was a bit confusing though, it felt a bit like the tapir was a 2D character in a 2.5D world, especially when it went upside down.

The controls were a little sluggish, which I understand is part of the design, but the tapir controlled a lot more like a vehicle than a creature with legs. Specifically the way it would take a while to come to a complete stop after I released the movement key felt a bit strange.

Still, very funny game, and I think it achieves exactly what it sets out too!

Causality Couriers by David Yates 2023-05-12T18:07:28Z

Thanks for the kind comments everyone!

@kylene Glad you enjoyed it! There are six endings in total.

@jondalnas Writing "Casualty Couriers" was my biggest fear and it appears I've realised it. Appropriate considering some of the bad endings though. I've made a small update which should fix most of the obvious spelling errors.

Causality Couriers by David Yates 2023-05-14T06:07:21Z

@somnium Thanks for all the feedback! And thank you for uncovering the bug with saving and undoing, I'll fix that as soon as I can.

On the subject of the illustrations, I'll probably go into more detail when I write a postmortem for this game, but there was little post-processing required -- I cleaned up some weird details here and there, as well as combining images & making explosion effects in GIMP.

Getting a picture I liked took a few iterations of fiddling with the prompt and generating variations. For a couple of the pictures, I started with a crude drawing of my own as an image prompt, but the results I ended up liking most were usually the ones that bore the least resemblance to said drawing. I couldn't get an image I was happy with for the interior of the tent, so I ended up using a exterior tent picture instead. That was probably the most specifically described room, so I guess there's a lesson in that. I mostly avoided changing text to match images, but I did alter a few minor details in the end.

@flying-dog-fish Yes, it also keeps the game more manageable to develop. When I've tried to write text adventures with parsers, I end up spending most of my time writing different "you can't do that" messages for all the weird things players type in! Wish I could take more credit for this aspect, but the interface is 95% Gruescript.

Causality Couriers by David Yates 2023-05-15T14:03:44Z

Thank you for the kind comments @madbarron and @jminor!

@kanity Thank you for playing! There's a way to save the alien, though I might have made it a little too obscure. Hint: see what you can do with the parcel when there's no-one around, and be persistent. A walkthrough is probably a good idea, I'll write one up.

Causality Couriers by David Yates 2023-05-16T14:11:02Z

@gamebuilder Yes, I felt that having aliens present at the building of the pyramids, but only as observers in awe of the human builders would be an amusing twist on the ancient aliens conspiracy theories. And you're spot on about my influences: the art is very much intended to have a Mœbius comic book feel, and the CYOA books were formative for me.

Causality Couriers by David Yates 2023-05-20T17:26:57Z

Thank you everyone for playing and commenting! I hope to see you all next time!

Here's a blog post about some of the dev process behind this game: https://davidyat.es/2023/05/20/postmortem-ludum-dare-53/

X-treme Deliveries by jondalnas 2023-05-13T11:55:51Z

I assume the delivery guy is flying the plane, then jumping out and landing on a surfboard, riding a tsunami or something to the top of a mountain, and then sliding down. Very ambitious making four games for the jam!

The rapid changes between modes was a little disorienting at first, but I got the hang of what was going on after a couple of deaths. I think it would have been nice to have a little more time between the changes, at least on the first round. Especially for the surfing minigame, as that was the most distinct. The other three might have benefited from being a bit more differentiated as well -- it would have been cool to have to follow a slope in the snowboarding one, for example.

The graphics could have benefited from a more consistent line weight and no anti-aliasing (especially the text) and the music got a little annoying after a while. None of that really impacted the gameplay too much, except that it took me a while to realise I didn't have to dodge the clouds in the airplane section.

Overall a nice idea and I had fun with it. :)

Generated Adventure by gamescodedogs 2023-05-20T14:34:53Z

Awesome work generating everything with AI, I'm amazed at how well the experiment worked. I'm looking forward to reading your blog post about how you put it all together.

Also thanks for bringing Aiva to my attention, I'm gonna try that out for the next jam.

Ouija by DrunkardWolf 2023-05-11T12:48:54Z

Incredible atmosphere and tone, but the ouija marker moved just a little too slowly, which killed some of the suspense for me. Nonetheless, really incredible and polished work for 48 hours!

The Courier of Cobblecove by SleepyStudios 2023-05-13T18:36:48Z

First off, the art is really nice and the music is catchy and appropriate. All the little animations bring the world to life. Though the courier's walk cycle is maybe a little too silly. There's also quite a lot of content here, more than I was expecting. Impressive for a jam game.

I ran into a few bugs. It's very easy to get stuck on the scenery, so some better path-finding for the character would be nice. Or even just being able to control movement with the arrow keys/WASD as a backup.

Also, if you put inventory items on top of each other, the item on the bottom disappears, necessitating a restart. I'm not sure why the inventory wasn't just a static, unclickable list, as there didn't seem to be any need to combine items or use them on anything in the world (at least as far as I got).

After talking to a person, you have to move away from them or their dialogue box keeps reappearing. I imagine you're triggering the dialogues with a collision -- I think it would be better to trigger them with a click on the person. All the rooms are small enough that it's believable our courier would be able to have a conversation without getting right up in their faces.

The Courier of Cobblecove by SleepyStudios 2023-05-14T05:29:22Z

@sleepystudios When dragging and dropping in the inventory.

The White Dude by A.Bond 2023-05-15T20:00:08Z

I like the idea and the atmosphere created by the graphics and audio, but I feel like this needs a lot more levels to reach its full potential. I think you also ramped up the difficulty much too slowly -- for a lot of the game I felt like I was just ambling through the levels rather than thinking or trying to solve puzzles. The levels started getting a bit trickier around when the frog appeared... and then it was all over. :( I'd be keen for more of this!

The Nearsighted Mailman by ick 2023-05-12T05:45:27Z

This gives me anxiety, but in a good way! I'm not near-sighted, but I've driven my share of pitch-black roads in the driving rain, and that's not a dissimilar experience. Loved the way the car explodes if you collide with something. Great work and nice use of old-school 3D graphics -- easy to imagine this game being made in the 80s or 90s, with the core challenge being cleverly based on technical limitations.

Give Birth by kabloosh 2023-05-19T17:37:17Z

Amazing work, 5/5 on theme interpretation, humour, etc, but one of the first things I did in Stardew Valley was install a mod to reduce the difficulty of the fishing game. I am just not equipped for this challenge.

Mortality by gamebuilder 2023-05-16T04:36:17Z

Spooky stuff. The music was great, the art charming, and I wasn't expecting the transformation near the end. Is the tooth fairy normally that size, or was that also part of the curse? Being that big would make collecting teeth pretty tricky, even without being imprisoned on top of it.

Hopefully the protagonist turned back before entering the convent, don't know that they have habits for disembodied winged heads!

Mortality by gamebuilder 2023-05-16T14:03:35Z

@gamebuilder That's very interesting, thank you for your answers to my questions!

Am a drone (◕‿◕) by Twaerd 2023-05-13T12:26:15Z

It's a cool idea, but there's room for improvement. I started the game without really knowing what to do. The instructions on this page helped, but an in-game tutorial would have been a lot better. It wasn't immediately clear where the drones were supposed to be delivering to, so even though I knew how to draw routes, I wasn't sure where they should go. It looks like the delivery spots only appear after you start the day, during the day.

The path creation could have used more visual feedback, e.g. it's nice to be able to see where a path I'm placing is going to appear before I click. I also think the paths should have snapped to a grid -- I didn't like seeing janky kinks just because I clicked a few pixels too high or low.

Nonetheless, good job getting something playable in the short timeframe of the jam!

Beetle Dynasty by Hakro 2023-05-12T16:22:58Z

Visuals and sound are nice, but there wasn't too much of interest to actually do. A few enemies or obstacles scattered around would have made all the difference.

I've never been a fan of spacebar as the jump key in these kinds of platformers. I think it should be mapped to W or the up arrow. Maybe Z if you're going with an arrow keys + ZXC control scheme.

When the instructions at the beginning indicated that WASD could be used to move around, I expected to be able to climb and up down walls like in Knytt, which turned out not to be possible. Which is fine, of course, but it made me miss jumping with W all the more.

Perfect Delivery by JulienLussiez 2023-05-19T18:34:05Z

I remember once playing a troll game version of Tetris where the blocks fall according to real physics. This game feels like you took that idea in a more fair and actually playable direction -- though more irregular sizes for packages could certainly be a concept to explore for future expansion.

Getting all the boxes out of their messy heap and packing them neatly was very satisfying. Also love the graphical style and all the animations. Very nicely polished game.

Storky McStorkface Express by Flying Dog Fish 2023-05-15T15:48:45Z

A more involved version of Flappy Bird, but still simple and quite intuitive to control. It's difficult but never unfair. The sound was hilarious, and I loved the overall low-rent aesthetic.

Parcel Dunk by OwlyCode 2023-05-11T12:45:38Z

Very nice work. The slow-mo effect when throwing the parcel is really cool, and I love how there's no death -- even if you fall off the screen, you still win as long as the parcel gets delivered.

I only had time to play up to about level 15, so I'm not sure if you've already done this in the later levels, but it would be cool to have more levels where you can use your environment to get the parcel to the mailbox, like the level where it slides down a series of slopes.

Verses & Vibes by Madbarron 2023-05-15T09:27:32Z

Very clever theme interpretation. I had a lot more fun with this than I was initially expecting to! It was great fun reading these poems and listening to all the different accents and deliveries of other players.

On another note, today is the 136th anniversary of the death of Emily Dickinson. RIP

Verses & Vibes by Madbarron 2023-05-17T16:46:08Z

On the victory page, where it says how many times your vibe has been guessed, will it also say how many times it's been guessed incorrectly? Uncertain if I'm inscrutable or just haven't come up yet. :p

The Legend of Sir Deliver-a-lot by Quoc 2023-05-13T12:11:07Z

I think there's a good idea at the core of this, but the way it's executed makes it unnecessarily frustrating. I can see that the way to solve it is by trying each command individually, seeing what it does, and writing that down. Then I would move on to stringing commands together, and check whether any of them are context-dependent (does X command operate differently on a different coloured square, etc).

That's not going to be everyone's kinda game, and it's naturally going to create some good frustration, so you need to maximise the player-friendliness (i.e. minimise the bad kind of frustration) so that people don't just give up. For example, rather than entering a command and waiting for a whole cycle of gameplay, I would like to be able to enter a command and immediately see what it does, and then another command, and so on, without having to wait for the whole cycle. Maybe there could be a separate sandbox area for this if you don't want the main game to work like that.

I think it would also be nice to give the player a way to write labels on each symbol. Sure, one could get out a pen and paper to do it, but that's kind of tedious and people may not have those immediately available.

I think by making changes like those you could make this game a lot more accessible.

On a separate note, the colour of the intro text made it a bit difficult to read against the background.

Pizza Come: Deliverance by mira 2023-05-19T17:23:53Z

Love the idea and how well this games hangs together! It's short but feels cohesive and carefully crafted. The pizza platform mechanic was very cool, though I kept trying to throw the pizza under myself and always ended up with it over my head. The controls sometimes felt a bit unresponsive -- variable jumping would be a nice addition.

A bit more graphical feedback would also be useful. The two pizzas weren't that visually differentiated, and some visible damage on the crocodile in level 3 to indicate its health would have been nice as well. Another mechanic that might be cool is if you could eat some of the pizza to regain health, but this would penalize you at the end of the level.

K-SANDWICH by mmatt_ugh 2023-05-13T11:20:08Z

Full marks on both humour and theme interpretation for "deliver a knuckle sandwich". I was ready to be fully satisfied with a game where you just punched people, so also being able to use the punch to bounce off walls and move around the level exceeded my expectations. And then you introduced a drop-kick!

Charming graphics, energetic music, simple but responsive controls that allow a wide range of movement in a way that feels totally intuitive, varied level design, need I go on... Very nice work on this game, one of the best I've played so far.

ON TIME by VirtualMan52 2023-05-13T04:24:30Z

The first thing I thought about when this theme was announced was the opening chapter of Neal Stephenson's Snow Crash, which features a pizza delivery place run by the mafia. If you don't get your pizza within half an hour, the mob boss comes to your house and makes a personal apology, and then the delivery person gets executed. I feel like this game captures some of the spirit of that.

It's an excellent puzzle game with a lot of humour. It brings the laughs and gets the noggin joggin'! Love the level ending jingle.

The only suggestion I could make is it would be nice to have an abort button for an ongoing delivery, so you don't have to wait until time runs out when it becomes clear that you're not gonna make it.

Interstellar Hauler by WobbleBlocks 2023-05-13T12:40:25Z

I travelled through space a few times, but never figured out where I was landing, so I was never sure when to start taking deliveries in. A map or some text on the screen to say "NOW LANDING AT " would have been quite helpful.

Eventually my hold got so full of different objects and dead clones that I couldn't take two steps with dying. But the clones' screams were funny and enjoyed attacking the guys at the ports with my door, so I had fun with it.

DEVILivery by Blue Pin Studio 2023-05-12T16:43:49Z

Beautiful game! All the animations really make it come alive and feel awesome to play. The controls are responsive and the pace really gets the blood pumping. Shooting the gun was very satisfying and I liked how the stage would get really full of spent bullets. The slimes and floating eyeballs made me think of Terraria. The riddles were a nice touch, though not particularly difficult. Still, incredible work for just three days.

If I were to criticise anything, it's maybe that the theme connection is a bit tenuous and the framing feels kind of arbitrary. It's not clear exactly why you have to survive for X seconds in each of these stages to get through to the prize area. Also the door at the end stage seemed to be in front of the bullets for some reason, I assume that's a bug.

If you expand this game later, different arenas with more vertical space would be cool, as would a boss fight or two.

Shattered Reflections by Perrin 2023-05-12T05:34:44Z

The art for this caught my eye, the description held my interest, and the realisation that it was from the person behind the white chamber made it an immediate must-play (I can't believe it's been almost 20 years since I played that game).

Very nice work! Great art, creepy music, and a simple and effective story. The mystery solving mechanic was quite clever, with enough different variations that it seemed impractical to bruteforce. I wouldn't mind seeing that in another adventure game.

One of the best games I've played in this jam so far.

Popcorn Odyssey by 0X_VOID_X0 2023-05-13T11:41:57Z

Nice twist on Angry Birds with beautiful presentation. I love how excited the little popcorn is on its journey. The difficulty ramps up quite quickly, but the game always feels very fair.

The way the camera zooms in and out can be a little disorienting. It might be nice to have a more exciting visual indicator of movement in the air, in addition to the arrow (e.g. the popcorn could wiggle its legs) but apart from that I can't think of anything to nitpick.

I wish I had a popcorn tree.

WitchDelivr by alpacalypse 2023-05-19T14:31:29Z

Very nice work. The pixel art graphics are great with lively animations and a lot of amusing little details. The music was just the right balance between energising and calming. I liked the optional interactions, like knocking over pedestrians, and the little details like the package being carried, or how the witch would hop off her broom and walk at street level and on roof tops. Seems like these people are very lazy though, not even able to walk down a couple flights of stairs to get their parcels. :p

The text in the intro screen was a little blurry, but still readable. A nice extra detail would be if you could have some extra acknowledgement of a package being picked up or delivered -- a text popup with some dialogue, a small face appearing at a window, that sort of thing, just to make it feel more like you're delivering packages and not just flying to random spots on the map.

Interstellar Delivery by KudneuS 2023-05-19T17:00:23Z

I like the graphics and sound, and I love the idea of a game where I build an interplanetary mail system, but the gameplay needs a lot of work. Mostly, I would like to get a better sense of what effect my actions are having on the world around me. Once I figured out I was supposed to zoom out after going to a system, it was cool to look at the different planets and stuff, but I couldn't click on or do much of anything.

Back in the main game area, after I waited for my money and research to get high enough, I was able to buy things from the shops, but I didn't see the effects of the things I bought in the world. Maybe my money went up faster? I couldn't tell.

I'm also not big on the decision to start the game off with money and research already coming in, or have colonisation happen so fast. It just added to my feeling of not really being a participant in what was happening.

GoBat by Bloodbane 2023-05-12T05:50:29Z

It's a nicely polished little game, very cohesive and feels complete. Impressive that you managed to implement two game modes as well! Having to pick up and drop the packages with a key felt a bit fiddly -- I feel like if they got picked up and/or dropped automatically that might have felt a bit smoother.

Do Not Weep At My Grave by taikinaaa 2023-05-11T13:01:16Z

Nice art, sound and atmosphere, but the story felt a bit slight. Of course there's only so much content you can put in such a small game, but I didn't really get a sense of any of the characters, and so there wasn't really any emotional resonance for me.

The story was honestly kind of generic: the Grim Reaper escorts a woman named Sarah to the afterlife. We don't get any information about how she died, except that it was probably some kind of sickness, nor do we get anything about her family members. What relationship did they have to her? What has happened in the lead up to Grim Reaper's arrival? How do the other characters feel, seeing the embodiment of Death in their home? Specific details like these are what make stories interesting, and this one didn't really have many of those.

The Dirty Inbox by JuanRod707 2023-05-12T17:26:46Z

Nice work getting such consistency out of Midjourney, I know how tricky that can be. If it wasn't for the unintelligible text, I might have assumed this was all human-created art.

I love the idea of a game that takes place entirely through a PC UI, mostly on messaging apps. It's a concept I'd like to do something with myself someday. Though everything in the UI here was a bit big, and the messages scrolled by way too fast, which not only made them difficult to read, but also broke the immersion. I remember Life is Strange doing a cellphone text message UI really well, with messages coming through at natural-feeling intervals.

You mentioned this was just a demo story, so I hope you've got something bigger in the works that uses Connector and DeliverApp. This was a little too short to really get into -- I never felt like I had enough context to make an informed decision about who to talk to or what to do next, so the experience quickly devolved into trial and error. I think I got the good ending in the end, but it didn't really feel like I earned it.

First Delivery by BrahGold 2023-05-10T14:19:40Z

I liked the little helper guy at the top of the screen and the overall concept is quite cute, but I found the controls a bit frustrating and kept getting stuck on the floor. It honestly felt like I was playing QWOP at times. Was that intentional, to simulate the experience of a newbie witch who hasn't quite got the hang of flying yet? If so, mission definitely accomplished.

I see some other commenters had a better experience with the controls, so it's certainly possible I just didn't understand something about it, or it just didn't click with me specifically.

Deliver Or Die by CantThinkOfAName 2023-05-10T05:49:39Z

Nice work! A simple game that does one thing well.

I liked the music, it fit really well with the frentic pace. The graphics were simple but effective, though I would second the comments made above about how colour would really have elevated things. Maybe the game could start off in black and white, as it does now, but each new enemy introduced could be a different bright colour -- instant visual feedback of the difficulty ratchet.

It would have been nice to have an extra life or two, but maybe I just need to git gud. A concept that could be interesting is if the first hit caused the player to drop their package, and then it skittered across the floor, forcing them to chase after it.

CIA - Mailsystem by StephanSchue 2023-05-10T14:12:34Z

I think there's a very good concept here, it just needs a bit more teasing out. The concept, graphics, sound and overall mood was great, but I felt that the gameplay fell a bit short. Rearranging the pipes felt more like confusing drudgery than solving an interesting puzzle -- I'm sure you could build some neat constraints problems if you required the player to arrange the pipes such that different messages were delivered to different destinations through the same chute system. Something a bit like the hacking minigame in Bioshock, maybe.

I didn't get much of a sense of satisfaction from getting a message in the right pipe, nor did I feel anything from getting a message in the wrong pipe. Just seeing the score go up or stay the same wasn't really great feedback.

It would be amusing if you could see the consequences of your actions in some theme-appropriate way: e.g. you sent a red message down a green tube, so you get a note back saying that the CIA field agents accidentally overthrew the government of the wrong country. And if you get enough messages wrong you get nuked at the end, or something like that.

The controls felt a bit imprecise, and there were a couple of times when I accidentally put a message into a mail chute when I meant to drop it on the ground or vice-versa.

13Hour Shift - Idle Game by ScriptMage 2023-05-19T14:00:54Z

I spent quite a bit of time with this one. It was fun seeing all the background changes as I expanded my delivery empire. Also some great and funny upgrade names. Nice job with this game, I had a good time.

The Delivery by aile 2023-05-11T16:12:58Z

Cool to see an AGS game, it's been years since I've played one. I had no idea they worked in browsers now.

The cursor was a little difficult to use. I think if you mirrored it horizontally and move the actually clicking part more to the tip of the leaf, it would be a bit better. Also, it would be nice if the cursor could change colour, or get a different outline when hovering over a clickable hotspot. Or you could have a tooltip, or make the hotspot itself do something, just so there's some indication that clicking will trigger an interaction.

One of the characters gave me something, but I wasn't sure how to access my inventory and see it.

The perspective on the background was a little confusing. I wasn't sure if the brown lines were tree branches I was climbing or a path I was walking. Apart from that, I quite liked the style of the graphics and thought they suited the game well.

Overall a cute little game with an amusing story, though it does feel like it could have had a bit more content, maybe an additional ending. I'm sorry that my arrival led to the destruction of the town though. :p

One Small Puppy by SpaghettiCupcake 2023-05-13T11:08:07Z

Very short and simple game, but it felt highly cohesive and fully realised. A surprising amount of gameplay for such simple mechanics too. Another interaction might have been fun, maybe something to waylay the puppy from returning to his owner after getting the ball, but the game doesn't suffer from its lack.

Feed Before Fight by WangJeff 2023-05-19T14:10:34Z

Nice work on your first game for a jam. The art is quite nice, and I like that there's a brief intro cinematic. Also the combination of throwing cards and jumping on heads gives the gameplay some variety. However, I would rethink the control scheme -- W would have been better for jumping than the Spacebar. In fact, for games like this where you don't use the mouse, it's more common to use the arrow keys to move around (with up to jump) and ZXC/ASD for different actions than to use WASD. The music was also a little repetitive, and it would have been nice to have a bit more of the gameplay explained in-game, as other commenters have mentioned. A solid first effort -- keep making games!

Magical Domain by kanity 2023-05-12T06:58:21Z

What a sweet little story. It was very sad at first, delivering potions to help the characters ignore their problems. After getting the normal and bad endings, I initially thought that maybe the way to get the good ending was to try deliver potions to the wrong recipients in some way that helped them, but then I read some of the comments here and realised what seeds of clarity signified. In retrospect I suppose that's quite obvious really and explains the significance of the dialogue options for each character.

Bringing people deliveries that they want but are actually making their lives worse is a great interpretation of the theme. The overall message of the game is very positive, and the good ending is truly heartwarming.

Pizzapocalypse by Grayce 2023-05-10T14:02:18Z

One wonders if any of these people will be able to enjoy their pizzas with all the meteorites falling.

I enjoyed this one, very colourful and frantic. I wasn't sure what the black hole was at first and went to investigate :/