FoonLudum Dare ExplorerUsers → Francis

Francis

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202353Delivery👥Sunset Deliveryjam6413.533.672.923.923.842.973.72

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by Francis

LD53 — Delivery

Air Delivery by pianoman373 2023-05-06T22:35:03Z

Really nice, charming visual style. I like the slow introduction of new mechanics. The glider was my favorite, but it took me a little bit to figure out to use it hopping from ladder to ladder. It was a bit unclear to me if I was doing something or not with the first cave ladder I saw. I wasn't sure if I was climbing wrong or I was missing a key item. Unfortunately, the gameplay just felt like different flavors of fetch quests, and backtracking wasn't fun. Seeing different parts of the island was fun, but the delivery aspect felt like a chore and I really just wanted to make it to the end.

Fridge Floppers by Split82 2023-05-13T06:19:43Z

Felt like I had a good grasp on how to overcome the two types of challenges- stairs and holes- near the end. Simple concept, but executed very well. :)

Rogue, fluff & nuts by Meta-link 2023-05-10T22:19:48Z

@jimmymcginger You're supposed to step on the button to remove the bushes, or push something onto it.

Things I liked about this game: - Really cute art! And the dialogue sequence was well done. - Finding upgrades for my... knife?! haha weird thing for a squirrel to have - Tree transition between different islands - Being able to choose between delivering a nut, or eating it for hp.

Things I didn't like as much: - Way too much backtracking, I spent more than half the game running back to deliver the nuts, then running back again to where I was exploring. By the 10 nuts it was really un-fun, and if it asked me to find more nuts after that, I would've stopped playing. - Level is too large for single-move turn based gameplay. I clicked so many times just to move across the map. I think if you just reduced the level size, then it would feel much better to play. It would also help with the last point... - Enemies are easy to avoid / a little unpredictable. Having tighter levels and more limited movement would also more deliberate encounters.

Also... was the map supposed to be randomly generated? Someone else said it was, but when I reloaded the page I got the same map.

Overall, great job! Impressive compo entry :)

Pneumatic Postman by klausklapper 2023-05-02T21:18:44Z

Holy cow this is amazing! My favorite game of the jam so far!!

I usually skip intros but the mysterious mood, the foreboding music... You did a great job capturing my attention. The array of tubes was appropriately overwhelming, but I thought it was very intuitive and I picked up quickly how I was supposed to find the right tube. It gave me "Keep Talking and Nobody Explodes" vibes. I loved the pressure from the loud clanking and accumulation of deliveries. I was panicking trying to do deliveries as fast as I could until I gave up and just started randomly stuffing them into tubes. Loved the ending, I actually laughed out loud as everything fell apart around me. The different items in the packages was also a cute touch.

I only did one playthrough for now, but I'm definitely recommending this to my friends and going to be aiming to get a high score later.

Seriously, you are super talented and this is an amazing short experience. Amazing attention to detail, and everything felt just right. 5/5 from me :)

Pneumatic Postman by klausklapper 2023-05-03T02:05:24Z

I actually really liked having the ability to figure things out on my own. A suggestion I have is to have adaptive difficulty. Maybe don’t send the first package until the player looks at the directory. Maybe don’t send more packages until the first one is delivered properly. Maybe if several wrong packages are sent something prompts the player to look at the directory. The first thing I did was look around and click on things, and I clicked on the book. Which might explain why I didn’t have any problems.

Trebuchet Post by zgragselus 2023-05-03T09:26:03Z

Title screen is cool! Overall the graphics were well done. I like the trebuchet mechanic, it feels fun to learn and its satisfying landing the perfect shot. I think there's potential here, however... I think the biggest problem for me that made me not want to play more was that missing is just too punishing. It takes a while to learn the mechanic, but everytime I miss I'm forced to watch this cutscene that's way too long. Even if the package just hits the ground immediately, the cutscene is still there.

DElive by IcyLava 2023-05-13T01:03:09Z

Minimal art-style works well in this polished game. I did think that the pacing of the game was a little slow, and the main culprit are the swarm enemies that fly past you, out of screen, and you gotta wait for them to come back. It would also be nice if the gameplay changed up a bit more, I didn't feel compelled to keep playing after the loop, but it certainly seems like others did! Given the jam constraints, well done :)

Goblin Trail by tukisboolukis 2023-05-07T18:09:40Z

Pretty fun gameplay! I think there's quite a bit of potential here :)

Things that I liked: - Needing to balance your inventory and decide between delivery vs defense. - Earning upgrades for the wagon. Although I wasn't sure what "Oxen" did. - Delivering gold on the way back

Things that could've been better: - I was stuck in the beginning for a bit not knowing what to do. I tried to click on everything, press tab, and nothing was happening. Took me a bit to realize I needed to right click to pick up stuff. I would suggest displaying more of the controls in the game, especially since there are quite a few of them. Maybe draw an outline around the interactable objects to differentiate between static art vs interactable, and show the interact button when hovered. - I didn't like that I needed to pick up the coins after killing the goblins. The cart is going so fast that it feels like I don't have time to at all unless I drive onto the grass. Maybe add a slowdown button, or just make coin pickup automatic. - Unsure how I feel about the delay in the shooting. It just felt a little clunky, especially with multiple archers. I wonder if maybe a hold down to charge up arrow control scheme would work better. Also I didn't really like the press A/D to pan the camera, I think it's too much cognitive load and doesn't really need to be in the game. Worrying about dodging rocks, fighting off goblins, picking up dropped loads, is already enough.

Overall, nice job! Liked the art style and aesthetic too :)

Early Morning Tofu Delivery by Yngvarr 2023-05-12T21:03:30Z

The car felt pretty good to drive! I do wish that the turns were less sharp so that I could have more chance to go fast zoom zoom though. Also I fell out the track and didn't know for I while I could reset with R

Hazard Saviour by sinclairstrange 2023-05-12T19:42:41Z

This is insane, I can't believe this is in the danger zone! More people should be seeing and playing this game! The amount of content and polish is unbelievable for 72 hours, just wow. I got most of the upgrades minus a couple of weapons that sounded uninteresting to me, and minus the letter + armor before I topped.

In terms of the gameplay: - I really liked that every upgrade felt like a significant change to gameplay. I did feel that some of the weapons were underwhelming (especially the rocket), I think my favorite ended up just being the spread shot. - I like that the timer was there to keep the pressure on, and I like that it's generous enough that I didn't feel like I was going to fail (especially the refilling time from doing delivery) and that I could keep going if I tried. - I can't believe you had so many biomes, it was really cool to explore the map and see how each one was different in terms of challenges and enemies. I like the idea of the "hazard protection", but I feel like it defeated some of the fun of the game. Maybe it's **too** good. Maybe if it was split up into different upgrades like "spike protection", "shock protection", that would let me choose to skip those challenges once I'd had enough, but I got that hazard protect upgrade before I even saw the electricity level. - I do wish there was some kind of 'ending' to the game other than choosing to run out of time. I think I would've traded off some of the other stuff to make time for that. It makes a game feel more 'complete' to me. - The movement mechanics and gunplay felt really satisfying to play. I like how crunchy the hit effect is.

Oh and the characters were really adorable too! :)

Dr Stabby Delivers the Cure by terryg 2023-05-03T01:51:10Z

Looks like Shaggy got a medical degree! The art is cute c: I think it'd be nice if there was some kind of indication of progress being made. Like cure X zombies or something so I have something to aim for.

Decrypting Handwriting by pauljs 2023-05-08T06:00:11Z

Very cool and innovative idea! Would've loved to see more usage of the different image filters and stuff at the top. It seemed like once I turned on enhance all the way and remove scan lines, that I no longer needed to touch that at all. Enjoyed needing to scrape for bits of readable information and poring over the document to narrow the addresses down. Lots of potential here :)

Carriers by paulhocker 2023-05-06T22:47:23Z

Cool idea for the theme of a game, and really enjoyed the overall art style and aesthetic. As others have mentioned, I also found I could beat the game by just accepting every contract and buying more and more pigeons.

The Snack Shack by Sarah 2023-05-03T23:55:43Z

Super cute game! Love the aesthetic. It was fun to try all the machines :)

I got confused in the beginning about what was going on. The hints helped, but I still needed to reset the game because I put 3 things on the menu I couldn't even afford to make.

I feel like there's a lot of potential here! Maybe it would help if you limited what's on the menu initially to what can be afforded and unlocked the other machines with the money that you earn. That would also create some motivation to get more money. If you added a simple timer on each order it would create a sense of urgency too.

I noticed a bug where after I pick up something, if I try to pick up something else it will cause me to drop the item I was holding wherever my cursor was, but not let me pick it up again.

Anyway, great job! :)

Haitatsu Delivery Technologies by ghost-in-the-toast 2023-05-08T00:29:00Z

Really well made overall experience :)

Things I liked: - Music and sound was well done. Loved the overall aesthetic and art too! - The bees gave me some problems at first, but I quickly learned how to deal with them. - I liked the gradual introduction of the jetpack upgrade. - Ending sequence was really cool and tense. - You had a boss sequence and cutscene!

Some critical feedback: - The lack of ability to turn mid-air was pretty frustrating. I learned to deal with it, but I think the game would be more fun if I had that ability. - The boss fight is too long. I caught on with how to kill it, but it was very tedious. It would also help if there was some indication of progress visually. - Cat Room was super fun to stumble upon, but without the jetpack it soft-locks you and need to restart the game. I was also hoping there'd be something in the ceiling room :p

Bundle Beeline by Squidly 2023-05-06T23:45:37Z

Visual style and sound is really well done. Really polished game for a jam! Super cute characters, and love the animal-speak during the dialogues. Overall just very charming :)

I did find the gameplay loop to be pretty repetitive. Would be nice if there were more mechanics to change things up, or some randomness.

UX Wise: I was stuck at the title screen for a while, not sure which button was continue. Was trying to press Space, Enter, click, to get to the "instructions". In the end I had to look back at the game page to see Z, X were the keys being used. The instructions then told me to press Z, X, so that wasn't very helpful. Would suggest also supporting alternative keys for continuing on menu screen.

Also not a fan of the controls. It feels like I'm wrestling with that instead of being challenged by the game mechanics. It sounds like that's what you were going for, but that's not really fun for me.

The package arrows also confused me until I knew where each package always went. I think the problem is arrows are locked to 9 cardinal directions instead of always just pointing to where the target is. I think making them analogue, and also not spawning additional packages until the player has successfully delivered their first package, ramping up the difficulty as the game progresses, would make it easier to understand going in.

Volcaninja by Firespike33 2023-05-12T17:13:01Z

I wasn't very good at it, but it was fun for the first three levels until I got stuck. I think you did a great job of accomplishing what you set out to do :)

I really liked the grappling hook, it felt very fun to use! My biggest pain point was the wall jump. It felt very awkward to control compared to other platforms I've played. I also was a bit confused in the beginning by the bomb walls, I thought I had to shoot it with the hook. It didn't register with me that they were proximity bombs until I read the game page.

Pizza Rush by neowhoru 2023-05-13T00:46:02Z

Things I liked: - The pixel art and cute music / sound effects - The background changing with the levels - Character exploding when you die

Things that could be better: - Wasn't a fan of the floaty controls - Wayy too much backtracking. Going back to get the next delivery doesn't really add anything except make you replay the same level. One level had 7 back and forths! I lost interest after I think level 4 and dying accidentally after 2/3, imagine dying at 5/7 deliveries. - Maybe instead: make the level longer and pickup all of the orders at once. - Start the player on the left of the pizza place so that when they go forward, they will naturally pick up a pizza instead of needing to go back first. When I first played, I didn't know what I was doing and just started going forward.

Delivering Justice by IgorFolz 2023-05-08T19:07:19Z

I liked the open ending, and I think it ties in well with the intro. Sometimes we're presented with a difficult choice, and we don't know what the right answer is, but we can only do the best we can.

I think the evidence presented in not conclusive either way, and following the "innocent until proven guilty beyond reasonable doubt" - I was not convinced that the defendant killed the victim.

Some say that the game is light on gameplay: my perspective is that a game is a set of interesting choices, and the choice presented here has very severe consequences. Throughout the game, I learned more information and examined the evidence to help inform that choice and develop my reasoning. So I think yes, it is a game. Unfortunately this happens every day, and it's not a game.

Some thing that could be better: it might be nice to clarify why there is no jury, since some countries do trial by jury and some don't.

Marvin's Day Job: Sabotage by Devez 2023-05-05T00:28:29Z

Loved it! Surprisingly fun little game :)

It felt really good to get better at the mechanic. A suggestion I have is to keep the level length short, so that messing up and dying doesn't feel that bad. Eventually I got almost to the end after what felt like a long time and messed up, and I didn't feel like continuing any more. I might've tried more but actually the controls made my wrist sore. It might be interesting to add some other mechanics that interact with the balloon, like a source of wind in the environment, or moving things that might pop the balloon.

I did find a bug where after the level ended, I accidentally blew on the balloon and it caused me to die and have to restart.

The Time I was Reincarnated as a Delivery Driver in a Video Game and had to ... by AMastryukov 2023-05-08T18:37:15Z

Things I liked: - The 2D art is very pretty and well done. Love the character design for Lexi :) - The cherry blossoms made it such a treat to drive around the town. Great job making a cute little town to drive around in! - The sticker on the car after you restart is a nice touch.

Things that could've been better: - I wish I could've been able to make more meaningful choices in this game. For example, I can't even pick which route I want to go after because I can't see what gift is inside the box until I pick it up. Once I pick it up, I can't put it back down. - Driving wasn't really fun and felt tedious to do. I felt pressure to keep playing in order to fill up a meter and see the ending after 10 minutes, not really because the game was fun to play.

Beelivery by Jejkobb 2023-05-07T02:51:27Z

Loved it! The bee jar mechanic is so simple but fun to play with, and you guys designed interesting challenges around it. It was so fun to swing the jar in a circle to hover it above the ground :) I liked that there was a clear goal, and check point progressing to show me my progress. Game was a good length too.

Hexpress by RunicPixels 2023-05-13T06:40:26Z

You did such a great job with the pixel art! Looks amazing, and I like the muted color palette. Tying in weapon switching to the delivery is such a neat idea. It was really fun trying all the different wands. My favorite was the chain lightning one, it felt so satisfying to mow down big groups of enemies. The gameplay did get pretty repetitive after I had seen everything though. I found myself wishing there was some kind of end goal.

Elevander of the Emu Express by Honest Dan 2023-05-08T06:22:44Z

Such a cute and charming game! The controls felt frustrating at first, but I felt myself getting better at it as I went. The adorable art kept my rage at bay while I slowly learned haha

Message Delivered by velvetlobster 2023-05-02T21:41:40Z

This is super cool! I love this type of game :) There's a lot of potential here! Feedback: I was stumped for a bit but then realized there was the "search" feature. After that I was able to proceed and find the right information. A technical issue is I think that a search for apple, should also bring up results for apple.banana. I think right now the words are delimited by space, correct me if I'm wrong? Wish: Would have loved to see more of an ending, and maybe multiple endings depending on the information you find and what to do with it. The plot twist was cool!

Neo City Express by Pedro Medeiros 2023-05-13T07:02:56Z

omg this game is HILARIOUS. Texting out the longest message while trying to not hit flying cars got me cracking up :laughing:

Everything about was this perfect, 10/10 from me. Actually I think it's my favorite jam game. Amazing job guys!!

The Souls Express by antvelm 2023-05-08T07:13:49Z

Such a treat for the eyes. What a beautiful world :) I hoped there would be some more interesting gameplay though, there didn't seem like there was much to do.

Rhythmic Courier by Colin Misbach 2023-05-08T08:07:04Z

Wasn't really sure what was going on at first, but I found that hitting space on the beat seemed to raise my score, and I think Up is dodge?... It doesn't seem like dodge was doing anything though. I just hit space the entire game on the beat and my character seemed to keep getting faster and faster which was fun. For the guitar hero section, I'd like it if it worked with keyboard keys instead of clicking. The clicking felt a bit off.

Special Delivery by Ismael Rodriguez 2023-05-13T02:26:11Z

Wow, this is one of my favorites from the jam!!

Things I liked: - I love that there was the additional challenge of figuring out how to get the letters. I had my partner play after me and I noticed they skipped some of them, and went for others. - I like that there were a variety of different mechanics and things kept changing up throughout the game. - The overall aesthetic and sound design was very pleasant. The 3D box and letters in the 2D world really makes them stand out. - The 'feel' of the box movement, and the box rolling was perfect.

I only have one complaint: - There is one letter in the game where the game gives you a fork, and you have to decide which path to take. If you pick the wrong one, you don't get the letter and the game checkpoints you. This was the only letter I missed :(

The game ending screen and the UFO catcher to pick up the box and pick an option... that was just the cherry on top. Amazing job! 5/5 from me :)

Dante's Delivery Service by Scott Steffes 2023-05-03T11:28:17Z

Cool game guys! Lots of fun, and the day / night cycle was a super pleasant surprise. A suggestion I'd have is to incorporate kills in the scoring. I think delivering in the night is maybe fun at first when your gun sucks, but then later on it's pretty pointless and it's much more fun just blasting everything, but there doesn't seem to be any reward for that. It would also be nice to see the leaderboard before playing. I was at the point where I could probably go on forever or for a long time, but I wasn't sure where I was at on the leaderboard. I just decided to stop. Made it to Day 13 with lvl 6 shotgun.

The leaderboards were a great idea, it was part of what compelled me to keep playing until I mastered the game :P

I also think it's a bug that enemy bullets don't despawn when night turns to day. Sucks to get hit like that.

Capture.JPG

30 Seconds or it's free by Pixelhurricane 2023-05-05T00:10:09Z

Capture.JPG

It took me a while to understand what's happening, and by then I was already losing lives. I missed that I could fly up/down because the prompt disappeared before I read everything. I liked the mechanic that you have a stack of pizzas and you can only deliver them from the bottom up. Having verticality is a cool idea, I think there's more potential to be explored there. I also had a problem where I was losing lives but I couldn't tell if there were even active orders. Maybe some kind of UI with the orders coming in would be helpful.

Mission Delete by jordantanner 2023-05-12T23:11:04Z

I see you've made a lot of cool jam games in the past! How come you don't comment and rate some other people's game? You'll get more people playing this one!

I played both the jam and post-jam versions and finished them, I'll leave you feedback for the post-jam version. Overall, it was visually pleasing and quite fun! I think the game would get old after a while, but the current length doesn't overstay its welcome.

Things I liked: - The visuals! It was hard to see the enemies in the first version, but you fixed that in the second version, and it graphics look great! - It felt very satisfying to get the unlimited Type II powerup and clear out mobs of enemies. - The 'escort the payload' gameplay was interesting, I've never seen it in a twin stick shooter like this.

Things that could be better: - While you have a bunch of different weapon types, there doesn't really seem to be any really motivation to use some of them. I found that in general, the AoE weapons that covered a large range were way better than any of the other ones, so I just stuck with those after trying out the others. - I didn't really notice what the different effects did other than cryo. Again, Cryo seemed to just be really really good so I just kept using that. Maybe these upgrades should be temporary as well? - Addition of leaderboard is cool, but I'm not sure how I'd get a faster delivery time. In the jam version I got 2 payload speed upgrades, but I didn't see any in the post-jam version. And it also seems like kills is proportional to the time spent escorting, so that doesn't seem like too meaningful of a metric.

Mad Delivery by Fluffy_Kaeloky 2023-05-07T02:07:10Z

The driving felt really nice and it was fun to race through the desert admiring the scenery. You guys did a great job with the graphics. The sand looks really nice. I do think the post processing was a little too much, maybe crank it up when a crash happens.

I was a little disappointed to find out that the turret on the car wasn't a gun, but a harpoon. There unfortunately wasn't really much gameplay here. I think my car goes so fast that the bandits never pose a threat. It'd be interesting if they drove alongside me and threatened me in some way that I needed to deal with them. I was also hoping that the red barrels would blow up if I harpooned them.

I also didn't know if I was playing the game right, I wasn't sure what the # of boxes referred to. There was a red bar that kept going up, and I assumed it was damage, but hitting repair didn't seem to do anything apart from wasting all of my money.

26 Minutes or Less by big-cow 2023-05-04T23:17:53Z

This was fun! I liked that I could try to talk my way out of the combat, it was fun trying to figure out which dialogue choices would get them to leave me alone. I only had one combat encounter with the interview lady. It took me a bit to get a handle on how to effectively use the dice manipulation to win, so I narrowly lost. But it seems that I could cheat and take another turn and win haha. The writing was also very funny. Well done! :)

Supply Heroes by SvenErik 2023-05-02T22:07:27Z

This is really fun! Beat it in 850 seconds :) The art and sound is well done. Everything was very intuitive. Good job designing the level and the gameplay mechanics. I stayed engaged the entire time and found it an appropriate level of difficulty for the first level. Would love to see more built on this premise, it's very promising!

Delivery Boy by ZOMBIEBUST3R 2023-05-04T20:50:18Z

I think you did a great job creating a stressful and hectic environment :P Thought the graphics and audio created a very fitting mood for the game.

Unfortunately I could never do more than a few tasks without being fired. I think the biggest problem for me was the controls. It felt frustrating and like I was constantly fighting it, and the difficulty of the game came from the controls and not so much the gameplay elements. It also felt pretty disorienting. With freely based movement instead of being locked to the grid, I think the game would be a lot of fun!

I can also see the potential for adding more micro-management tasks like actually having to make the coffee, or delivering packages to the right location rather than just pressing E.

Rhino Express by Mahjoub 2023-05-08T03:12:38Z

This is crazy! You have a complete, polished game with really fun mechanics... and in just 48 hours?! Incredible! I like how each 'world' introduces a new puzzle element. The puzzle design was well done to ease the players in the mechanics, and present a few interesting choices. It wasn't too hard, but it also took a bit of thinking :)

Potion Delivery by Ethernal Tech 2023-05-02T20:58:54Z

The art and aesthetic is cute :) I think there are too many ingredients and different potion types in the beginning though, it felt overwhelming. Would be more motivating if there was some promise of what comes next (what can I do with the money?)

RogueLike Delivers by Ausstein 2023-05-02T22:52:55Z

I like the Runescape-esque combat system, and the low-poly aesthetic fits the game well!

I had the most success on my first run, but I didn't buy a potion when I had the chance which was a big mistake :( I think my success was largely due to finding a sword which was really strong. I tried out the bow on another run but it was really hard to aim.

I'd love to see some more mechanics around the cart, and longer levels. Maybe instead of going back to the main hub after each encounter, there could be several encounters before going back? I wasn't really a fan of the camera zipping around, it was kind of dizzying.

Bundle Dumper: Florida Edition by cheesepencil 2023-05-08T06:24:54Z

The game felt really difficult for one reason: cannot move after aiming. I think if that was changed or tweaked to make the aiming feel less punishing, I would enjoy this game a lot more.

Juggle Mail by kuviman 2023-05-04T09:05:33Z

Love it! Super fun and really neat idea c:

Capture.JPG

Wicked Deliveries by Marco Schneider 2023-05-02T20:43:31Z

Love the cute Ghibli aesthetic and the town is adorable! I really enjoyed just exploring the town. A suggestion is maybe to do away with the minimap and design the game around that. I had much more fun when I wasn't glued to the arrow following it, especially it made the "Find the location" objectives pretty boring when its an interesting concept. I think it would also be nice if the ascend/descend worked in place without needing to move forward. I recorded my gameplay session here:

https://www.youtube.com/watch?v=cZ_5y_qOLiY

Papi's Delivery Ops: Cardbark Infiltration by nox282 2023-05-12T21:25:18Z

So cute! I love the concept :) I was a little bit confused because I thought the sign for STAMP meant that I needed to go right to get stamped, but it'd ring the alarm everytime. And it was unclear that I couldn't go to the next room if the yellow alarm is going off. After figuring that out, I was able to finish the game. Agreed that the stealth could be a bit annoying if the game was longer.

Isekai Delivery by Profugo Barbatus 2023-05-12T17:24:58Z

Very cool idea for a game! I think there's a lot of potential here. My biggest pain point was waiting for the animations to happen. I think it's essential to have a skip button. After playing the first one to see how to it ended, and I didn't feel like doing the second mission because of that.

Really liked the art, and it was funny :)

Get To The Summit by Russ Moonbase 2023-05-06T21:38:51Z

Fun mechanic of trying to drive safe while avoiding hazards! I think you did a great job making the end goal of the summit visible from the start. It gave me a sense of how far the goal was and motivation to keep going. I wonder if it would add more pressure if instead of a timer, there was a countdown? That way the player is forced to drive more recklessly to speed up, but also needs to balance with driving safe (and maybe give the barrels more HP so there's more room to make mistakes).

Dingsi by maxi1324 2023-05-03T10:46:05Z

I liked exploring your trippy world finding the screws. The combat was a little annoying since they kept respawning. The screws up high were most interesting. The last part with the robot was not fun at all. The weird camera controls and the poison water platforming were very frustrating.

Chain Mail by AdamCYounis 2023-05-08T06:37:05Z

Fun game! I liked the variety of different heroes, and needing to balance their three stats in deployment. Having the personality conflicts was also interesting.

Lucky Lefty Loves Letters by TheBookSnail 2023-05-13T01:29:13Z

Was tricky to get used to the controls, but it's fun when you go FLYYIN :) I found that if I spam clicked the same spot when I get close, I get a burst of speed.

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Total TattleTale by Mastoast 2023-05-07T22:57:21Z

Love the aesthetic and overall concept :) It was really satisfying to see my actions affect the events in the game! Only wish it was longer and had a deeper plot and an overarching goal.

The Milwaukee Thrift Store by Retrisma 2023-05-06T03:38:17Z

Not much gameplay going on here, but got a good laugh out of me hahaha. Fun little experience! Only managed to get one item right though.

maritime delivery job by CodeForJoyCaro 2023-05-12T21:50:08Z

The gameplay got repetitive pretty quickly, but I like that there's a clear goal set for me. Some feedback I have is that maybe the minimap is not necessary? Perhaps just an arrow pointing to where you need to go next would leave more room for exploration. I found myself just staring at the minimap instead of the game world. Also the white glow on the map wasn't clear to me in the beginning that I needed to go there. I ran into the other ships because they were glowing, and I thought the sound from running into them was a positive sound, not a crashing sound :p I also wonder what it would be like if the camera rotated with the ship.

Manhole Mailman by Robonaut121 2023-05-12T22:08:26Z

Hard game, but quite addicting!

Things I liked: - Pixel graphics, and sound effects (although if you re-use sound effects from previous jams, I don't think you should submit your game to be rated on Audio, in the spirit of the 72 hour time limit and fairness) - Intense moments where I need to switch quickly between packages, aim, and also not crash. - Simple mechanics that are easy to pick up.

Things that could be better: - The packages feel a little buggy sometimes with their behavior traveling through past walls. Are they even supposed to do that? - Getting 'snagged' on a wall. It feels really bad to get caught on a wall and die. Sometimes I just get stuck and can't break loose. Since the screen is so narrow, there's not a lot of wiggle room.

Games like this would benefit a lot from having a leaderboard!

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Hellfire Pizza by AploveStudio 2023-05-07T02:29:25Z

The gameplay wasn't very fun, but I really enjoyed seeing the different characters and the dialogues with them. I wanted to keep playing in order to see more of them and find out what happens next.

Loved the aesthetic and art, and the different outfits that the characters wore! :)

Medieval Messenger by José Bonilla 2023-05-08T04:46:27Z

Cool framework you have going here! Great job making the tiles, it really feels like a board game.

There's not really too much gameplay happening though. Travelling to locations was quite tedious. Maybe reducing map size would help, and making it so you don't need to click on the character before taking a turn. The turn-based aspect wasn't really explored much, but it would be interesting to see the enemies on the map telegraph their moves so the player could play around them. You could give the enemies different abilities too.

Neon Delivery by HUGETUBE 2023-05-07T19:55:00Z

This was a really fun game!! Well done :) Was able to get 3* on every level except the first one with curved arrows, just couldn't figure it out and had to settle for 2*. Would be nice to be able to go back to it :p I thought at the end with the 200 Lines it was going to be like an 'endless' level, was that what you guys were going for?

I thought you did a great job with the level design in terms of having a simple, straightforward solution, then a more difficult one to get the optional stars.

Pizza Rush by rjerez192 2023-05-07T01:55:06Z

Tricky, but fun game! I like the additional challenge of needing to balance the bike, but there was so much to worry about that I didn't really ever press the go faster button.

The crow stealing the pizza is a fun little detail. Maybe it can be more interesting to have more of a cooldown on the pizza so there's more of a need to aim rather than spam.

Moonshot by Koolruz 2023-05-08T05:44:38Z

Really neat mixing of genres here! Wouldn't have known how to jump without looking at the comments, and it took me a bit to figure out that holding jump made me jump higher. Overall, very fun game :)

Sidequests Only by CataclysmicKnight 2023-05-13T03:45:40Z

As someone new to tabletop games, I have no idea what I'm looking at or what to do. It might be nice if you could include a gameplay video or some more instructions. Like, what are the rules for the game?

Sidequests Only by CataclysmicKnight 2023-05-13T04:40:11Z

Ohh I see now, it's the little "?" button. I have a pretty big monitor so I didn't even notice that. Although I'm not sure I would've thought that had the rules for the game :sweat_smile:

Yeah if you were to do this again (or now), I would definitely suggest including at the very least, instructions on how to use this website to play your game and view the rules. You can edit the page to your liking after the submission deadline, so you can take your time with that. It'd also be nice to include the rules to your game in the LDJam page, and some screenshots of the board / what gameplay looks like. It might also be to good to mention how many players this game is for.

This looks neat though! I would've never thought of making a non-video game game for a game jam :)

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Sidequests Only by CataclysmicKnight 2023-05-13T05:35:19Z

omg new Zelda!! Sounds fun :)

I read through the rules and it seems pretty cool! I see there is a solo play option. It also seems long though so I might try it out later.

Have some questions though: - Are the adventuring cards supposed to be face up, so that you get to pick what the first card is going to be that you draw? That seems a bit weird to me because of hazards. Shouldn't they be face down and then you flip them as you draw them? - Is a 'full set of equipment', one of each piece of equippable gear? So 3 full sets means you have at least 3 of each piece?

30 Minutes Or Your Potion's Free by Rustywolf 2023-05-08T06:53:19Z

Fun game! I like that the different encounters presented different challenges that required me to switch up my deck.

Stroke Stork by spyranteros 2023-05-06T04:49:37Z

Fun game! Kept getting killed by the drone though 😅 Maybe it’d be more fun with more responsive controls.

Order Up! by Fractal Flower Girl 2023-05-12T17:30:29Z

Simple, cute game! I like that the arrangement of the tables presents a challenge to navigate them with the mouse, it's reminiscent of the old 'mouse maze' type games. I did think it was a little easy though, with only one order at a time. It got repetitive pretty quickly.

Love the hand-drawn aesthetic, and the idea of the orders starting out as grey turning into colored :)

DO NOT OPEN THE LETTER by MarcoDeevil 2023-05-13T04:01:40Z

Loved the idea of connecting the community writing letters for each other :) Enjoyed running through the game to see all the dialogue. I wish the knife was used for something though!

My first time I clicked on the letter first thing and it said stop hitting it. So I kept clicking it and unintentionally opened it :sweat_smile:

Diner Dash by Snotax 2023-05-12T21:35:34Z

**For anyone confused: You need to pick up food at the counter at the top of the screen.** It took me a while to understand how to play, but I after I got it, I thought it was pretty fun. There seems to be quite a bit of depth to this game. Very creative mechanics, well done :)

I do agree with the person that said a tutorial level would be nice, if you had time. Perhaps just a smaller, simple level so the player isn't immediately overwhelmed with a ton of stuff on the screen.

Also I saw you added some screenshots on your itch page, but you should also do that with your LDJam page.

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Crystallium by MikoziQ 2023-05-08T07:57:19Z

Graphics were simple, but used very effectively. This game was surprisingly zen. I zoned out a bit while playing and my mind wandered off. I snapped back to reality when all of a sudden my difficulty just spiked. I think I had a bunch of crystals and they all got dropped off at once. The simple left/right control scheme was very easy to pick up.

Peggy's Post by suvi 2023-05-03T00:08:02Z

NGL I had a really hard time figuring this out. I didn't realize the notebook could turn pages until I read the comments here. That helped me figure out how to do the weighing and pricing of the parcels. But then I still had no idea what the "right destination" was. I *thought* it was that the top left destination was ground vehicle only, and everywhere else is by ship only... and with that I got only 1 package shipped the first day and no penalties. But then on the second day I got 5 wrong destinations lol.

However, the graphics and art style look super professional and beautiful! I loved the whole aesthetic of it.

Parcelmecium by Bokonon 2023-05-08T05:00:58Z

Cool idea for a game! Would like if you could select which cells were going to get consumed. I figured I could detach outside the bubble to pick, but it'd be a lot nicer to just have the ability to choose. Do get currency equal to the cargo you delivered or is it less? I didn't really like that my little colony gets smaller every time I went back to deliver. It would've been more interesting to me to let it build up more and more (quickly).

Constellation Courier by Diego Teran 2023-05-03T09:46:24Z

omg the art is soooo cute!! Gives me a bit of Bee and Puppycat vibes. I love all of the characters! Riley is absolutely adorable! Are there multiple endings? I didn't expect my delivery of Riley's letter to end the game like that, it was very unexpected (still had other deliveries pending). Actually with Riley's dialog I was expecting it to address the theme of friendships drifting apart due to big life changes like someone finding a partner and spending more time with them, or having a kid, so I was a little disappointed with what happened after.

Anyway, super charming game! I thought the dynamic orbiting planets, and moons orbiting other planets was a nice touch. The layered scrolling background for space was cool too c:

Paddy's Portage by Spacespytv 2023-05-13T04:31:44Z

First off, there's lot to like about this game. It's very polished: - The art and sound design are both really well done! - The gliding feels great to use, and movement is very responsive. - I thought you guys tuned the box throwing physics very well. - You did a great job teaching the game while I was playing. It was very intuitive and I never got stuck.

However, I wasn't really a fan of the level design. It felt like a series of tasks, and not really requiring thinking to come to a solution: - One obstacle that feels like this are the lasers - There are several times in the game where you need to throw a box on a switch to turn off a laser, then pick up the box and move on. That's a great introduction to that mechanic... but why am I doing it over and over? There's not really a puzzle behind that. If you watch ategon's video, look at: 54:24, 54:50, 55:44. - Another mechanic is the tube: - Every time I saw it, I just shove the box in because that's always the right answer.

Maybe I'm just a bit confused, because it seems to present itself as a puzzle platformer to me, with the box and the laser, and the tube. But then it seems to become almost an action platformer where my timing and reflexes matter more and the box tossing and other puzzle mechanics gets pushed off the side. They didn't really mesh well together. I think I would've enjoyed the game more, gameplay-wise, if it chose to focus on one or the other, puzzle or action, and remove the redundant puzzles.

Yours always, Delittah by alyd asmar 2023-05-08T07:24:18Z

Fantastic job with the graphics and visual style! The day/night transition was gorgeous. It was interesting to hear the thoughts of the people, and I thought the idea of sending them letters to help was very sweet. I couldn't tell if I was doing things right though, and it seemed like things didn't really change when I sent them letters.

Drone Delivery Despair by KenForest 2023-05-06T21:42:33Z

Really amazing atmosphere and mood~ the gameplay got very repetitive quickly though, and I wish there were more things to change it up as the game progressed.

Interstellar Delivery by KudneuS 2023-05-07T18:22:32Z

Gonna be totally honest, I could not figure out how to "play" this game, even reading your description over and over. I see nothing happening on my screen but my money keeps going up. I'm guessing this is an idle game and my ships are delivering automatically? I don't understand the significance of the "Red" systems.

When I first clicked on the other systems, the default zoom level is like super zoomed into the Sun, I suggest starting it out zoomed out view view of the entire system.

I can purchase things but I don't know what any of them do. Am I supposed to build more "stations"? How do I get more "ships" beyond the 4 ships? I have Eagles researched but I can't buy any more of them since I had 4 ships.

Apart from the gameplay issues, really nice job with the aesthetic, and the UI style fits in quite well too.

Edit: OHHH okay I finally get it (after like 15 minutes). I needed to scroll down in the "builds" to see the option to buy more stations and also more ships. I also see the ships now, but they are TIIIINY and so hard to spot.

Suggestions: - Ships and stations need to be 1000% more visible. Perhaps they need to be bigger, or different color against the background, or have trails drawn behind them. - Make the UI windows longer and also display a scroll bar if its scrollable - Start the game out with one "system" and inside that system, until the player has some idea of what is happening. On the 'overworld' screen, you can't see anything progress or move, so that just adds to the confusion. Maybe unlocking other systems can be a research item. - Don't progress the game until its made clear that the player knows what's happening by their actions. I didn't do anything, so I shouldn't be making money, and systems shouldn't be turning red, because I'm still figuring out whats going on. - Perhaps make it so that the player needs to set trade routes or something, so that their action is what sets the deliveries into motion?

TIFY Boxes by mmisspelling 2023-05-12T20:23:03Z

Short game, but very fun. Did a great job setting the mood and mysterious vibe. The art style fit the game very well :)

The Blind Pig 🐷 by LittleBlackDog 2023-05-07T01:19:48Z

Really fun little experience :) Loved the visual style and the characters. Did a great job creating that speakeasy atmosphere. Was wondering if the game is randomly generated every time, and it is!

Indefatigable Zeal by fizzbark 2023-05-10T22:33:26Z

The puzzle where you have to control two characters and work together to solve is a cool idea! The sniffing mechanic is interesting, but I'd like to see it present more interesting choices other than "sniff everything!". The avalanche sound at the beginning was really loud and rough on the ears. Would be interested to see what other kind of interesting puzzles you can make with these mechanics :)

CUBE RUNNER by itsBoats 2023-05-08T02:40:18Z

Well done with the aesthetics! Having the radio was a nice touch, and I loved how you had 3 different cars to choose from :)

I didn't really find the gameplay to be all that interesting though, and the controls were quite difficult to get used to. Perhaps to make it easier to fly: you could limit the maximum up/down pitch of the car, or maybe make it so that W is accelerate and Ctrl/Space to descend/ascend. I would've loved to race as a hovercar along the tracks that you've placed across the map.

Good Vibe Delivery by Kepsert 2023-05-07T23:21:26Z

This was super fun! The dash mechanic felt really satisfying to play with, and you guys did a great job of creating interesting challenges around it. I spent a while in the first orb level though, I didn't understand that I could dash upwards. I think that could be made a little more clear maybe. Also amazing job with the art as well! Bravo :)

BTW I played this in the browser and actually ran into a crash. The crash happened when I got to the dialogue and picked the last option "Everything I brew, I brew it for you".

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Devil's Corp by Neobit 2023-05-08T18:11:43Z

Things I liked: - This game was super slick. Y'all nailed it! It looks super polished and very well done :) - One shot, one kill on most enemies, and the gunplay overall felt super great to play. - Loved the intro cutscene :) - I liked the enemy that went invisible periodically, it was interesting to need to track it.

Things that could've been better: - Animation or sound cue for reloading. I couldn't tell when that was done. - I thought the red fiery stuff was something 'bad' since it was the same color as the enemies. Later on, I found it difficult to pick them up when there's a ton of enemies. - I had no idea that after dying, there was a cutscene. I saw the "Click to Continue!" flashing and I just clicked right away because I thought it was just a looping animation. This greatly confused me, because I thought the entire game was just the same level over and over again. I killed myself a few times to see if anything changed, and then the game ended. - After reading the comments, I went back, and things make a lot more sense now. However, I don't see any difference between the different weapons at all. Maybe you guys ran out of time to implement them? That would've made the game a lot more fun. - I ran out of ammo the first round and I wasn't sure what to do anymore, so I killed myself. Maybe that could be made more clear.

TWEET by Bo Dangles 2023-05-12T21:16:42Z

I tried to do an 'acorn skip', but since you only check the X position for the dialogue trigger, I got stuck after I got to the owl :p

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Charming little game :) The animations are well done. Small details like the hair flowing and eyes moving really give it character. I really liked the variety of gameplay. The jump does feel a bit 'floaty' though.

News Flash! by Shaggy 2023-05-07T20:20:44Z

Not really too much happening, but I like where you're going with the throwing newspapers. Was the dithering on the housing indicators an engine limitation or an artistic choice? I think its interacting a bit weirdly with the shadows, maybe alpha instead of dithering would work better. The grass looks nice though :)

In terms of gameplay: maybe adding more obstacles in the level to make the player more conscious of their movement, or some verticality element could spice it up a bit.

BTW I think according to the rules, if you use external art assets then you are supposed to not request to be rated in Graphics, since the expectation is that things are made within the Game Jam time restrictions. Otherwise it is not really fair to other participants.

Lonely Train by Zeit 2023-05-08T17:40:52Z

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Completed the game on my second try! I thought it was very creative to integrate the snake game like that.

However, I think the main portion of the game was much more interesting. I really like those balancing resources kind of games. Maybe it would be better if it didn't depend on your performance in the snake game, and instead always started you out with the same set of resources. The first time, I didn't do so well in the snake game, and I also ran into worse enemies (the train guy 2 times). The second time, I got tons of resources in the snake game, and I think the enemies I ran into were also easier (didn't see the train guy at all). It might also be more interesting if you alternated between snake game and the main delivery game, since right now as it stands, if you did poorly in the snake game, might as well just restart the game.

About the blurry pixel art: it's likely the blurriness is caused by upscaling the image. If the image exported by your artist is clear, but it's blurry in the game, you need to make sure that the texture is using "Point filtering" or "nearest neighbor". In Unity, this can be found in the texture import settings:

Screenshot 2023-05-08 104656.png

Anyway, it was fun, and the art was cute! Great job and congratulations on finishing the jam :)

Return to sender by Katya Pavlenko 2023-05-07T00:14:59Z

Enjoyed this small mystery c: Did a great job setting a creepy and uneasy atmosphere.

Hell'o-Cargo by agudar 2023-05-13T05:59:07Z

Loved it! I thought you guys did a great job of introducing mechanics and then building on top of them to make them work together. The one that stands out to me as a little bit weak was the 'switch' for the lasers, but maybe you guys ran out of time to make more levels. I think the difficulty level was just right. I had to pause and ponder how to solve most of the levels, but never got stuck for too long. It did take me a bit to get used to the throwing range, but I found the levels were pretty forgiving and there was wiggle room.

Graphics and style was really pretty and coherent, and I really liked the ending. Well done :)

catchaHook by TTU_HASAN 2023-05-10T21:57:45Z

Pretty easy to understand, but it felt a little janky with abrupt movement and teleporting. I like where you're going with the swinging from rope to rope, but I don't think it quite works in this scenario. I found myself feeling like it wasn't really an interesting mechanic, but more getting in the way of me just flying because it would completely stop my movement and then force me to wait for a bit before I can move forward.

The rope swinging mechanic is usually made interesting because you have to time the swing properly or you fail. Here, there didn't really seem to be any consequence (or at least I didn't notice any), you just click when its moving forward.

Going with the space theme, one idea might be using planets and gravity as the metaphorical 'rope', and you 'swing' from planet-to-planet, leaving the orbit of one planet, and entering (or crashing, or missing) the orbit of another planet. The challenge being you cannot adjust your aim, but have to time the 'swing'. And maybe on harder levels you could introduce asteroids and other space junk like you've done here.

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Can You Deliver a Baby in a Dungeon!? by flanne 2023-05-12T22:14:41Z

Omg the ending!!

Game was short, but fun! The gunplay felt really satisfying, and I like that I am encouraged to throw the poop in order to calm the baby, but it's also a powerful attack. Maybe the baby crying could be louder, because I had to just rely on the visuals to know when it was ready. Graphics were well done too, overall great job!! :D

I find wishing that the game was longer, and that there was a boss fight :p

Reincarnation Express by Xlores Liang 2023-05-08T05:31:05Z

Interesting story! Not sure how I feel about rating AI art alongside other art made from scratch, so opting to just not rate you on graphics. It was fun to learn more about the characters and the world, however I didn't quite catch onto the subtext behind it until I read your spoilers. Like others have said, having ability to skip text would've been very much appreciated.

Firestarter by barce 2023-05-06T22:01:02Z

The attack animations felt very satisfying, but in the end I found that I could just sit there and spam heavy attack over and over and be invincible basically. I think the enemies had too much HP and it felt like I was hitting like a wet noodle, contrary to the cool animation. I didn't really like the confusing level layout, it ended up in a lot of backtracking. The light combo was cool, but it felt more risky to use light attack than heavy so I just stuck to that. I lost when I got sandwiched between two enemies and I couldn't break through. It'd be nice if there was a way out of a situation like that.

Overall, I enjoyed the art style, audio, and overall concept. There are some good ideas and foundations here, but it wasn't that compelling gameplay-wise yet.

Egg Panic by RobLaro 2023-05-07T00:22:09Z

Really simple but fun gameplay, loved it!! :) It gets so intense near the end. Capture.JPG

The Bear of Bad News by Daniel Username 2023-05-08T03:48:23Z

Omg this is hilarious! Absolutely loved it, def one of my favorites of the jam! This game is underrated and needs more attention :)

Cow Heist: Space Delivery Mission by mrScom 2023-05-06T21:30:33Z

I liked the mechanic where you have to keep the cow in the tractor beam or you lose it. It felt a little difficult to control the ship, and I wasn't able to make it too far in the level before dying. It looks like there's a bug with the score where every time you restart, it increases a little bit.

CatCatPost by Kerioth 2023-05-08T17:14:47Z

Cute little game! The only difficult part was remembering which boxes go where. Maybe the label could be on the box instead? The throwing mechanic was interesting. I found that I could throw over a fence. It could be interesting to elaborate on that mechanic a bit more to let players optimize for speed.

Hungry Space Cat by Bitlytic 2023-05-12T18:03:57Z

omg... its SOOOO PRETTY!! What the heck! I was shook coming out of the tutorial.

Things I liked about the gameplay: - The dash and multi-shot upgrades were fun. - The upgrades felt significant in terms of gameplay (although I don't think they reset when I die?)

Things that could've been better: - The doppler effect with the bullets feels a little janky. I think if you added the velocity of the ship to the bullet it would feel better. - Skip the tutorial when dying. I died to the first group of monsters 4 times, and doing the tutorial 5 times was not fun. - Needing to turn before moving to dodge makes the game feel a bit clunky to control. - Some basic sound effects would've gone a really long way to round the game out. - Having some sort of progression or goal to work towards would've motivated me to play longer. Some ideas off the top of my head: - Some kind of time trial to feed the cat as many as you can in time X - Planets get bigger and bigger (maybe requiring better upgrades) until it gets so big something happens

Crash Courier by Ategon 2023-05-13T01:17:28Z

Very polished and fun experience! I liked that each upgrade felt pretty significant and meaningful, the spread shot felt very satisfying. The bullet-time and last stand were very cool mechanics.

There were a couple of minor things I think could be improved: - Hard to see the 'lanes' in Crimson Forest vs the other biomes. - More visual clarity on how dash works, I still wasn't sure how it worked completely after playing it 3 times.

I wonder how the gameplay changes if instead of freely moving on the X-axis, that left/right moved you between lanes instead.

Shadow Thieves Delivery by projectcolorball 2023-05-12T16:29:08Z

Things I liked: - The illustrations and style of the game are very cool! - Did you make the music yourself? It's very nice :) - The 'portal' mechanic is very interesting and innovative, and I like how the colors and the world changes. - I like that in the very beginning you show the evil boss character behind a wall. It made me interested to keep playing. - The invisible platforms were challenging and fun in one level where I felt like I needed to memorize it. - The camera movement zooming in and out to focus the level was very smooth. - Boss sequence that changed the pace by forcing me to go fast.

Things that could be better: - I think the execution of the portal mechanic could be improved. I don't like that I need to keep resetting it with shift. I also don't like that I need to sometimes just suicide over and over to understand what the level layout looks like. - I didn't like that the enemies were invisible unless there was a portal. They felt very difficult to avoid because of that. I'm not sure that enemies are even needed in this sort of game. - The parallax in the first level feels very strange. The level that the character is in isn't moving at all, so there's no reason that the background should be moving either.

Overall, great visual style, and really interesting ideas with the invisible platforms and portal mechanic. Well done! :)

Ultimate Package by Triangle Point 2023-05-07T23:08:53Z

hahaha omg that IS Charlie! Cool little game! I think it'd be more interesting if the level resets when the player dies, and at the end I wasn't sure if my jumping on them was doing anything. Maybe adding some kind of FX when the enemies take damage would be helpful.

C.R.A.B. signal by unkilledshadow135_Alex 2023-05-12T22:29:32Z

I see a lot of people saying it's confusing, but no one explaining what's going on lol. For those confused like me...

#### How to play (instructions) - The goal is to get the signal from the submarine to the crab. - The buttons at the top let you select a type of object: 3 different types of 'buoy' (looks like a satellite dish), or the submarine. - The rotate button will let you orient the objects to change the direction that they send the signal. - The signal button will send the signal out from where its currently at.

C.R.A.B. signal by unkilledshadow135_Alex 2023-05-12T22:42:50Z

Things I liked: - I love the illustrations in the beginning and the end, they are very cute! c: - Having the UI built into the game like a cockpit adds a lot to the mood you are going for.

Things that could've been better: - It doesn't say anywhere in the game about what the goal is. The opening could be a great place to do that, or include a little "manual" page with a diagram of the signal going from the submarine to the crab. I included a mockup of what I mean. - Some other UX improvements: - It might be clearer to rotate the submarine instead of having the "crosshair" which was also a bit confusing. - You could highlight the selected objects so that clicking on the buttons up top has immediate feedback. - The instructions in-game mention 'buoy' but that doesn't exist in the first level. Maybe instead of introducing the ship on the first level, you could put the buoy in the first level instead. - You could grey out the or remove the buttons that don't have any objects on the screen they correspond to. - The only meaningful choice in the game right now is on some of the later levels where you need to have good timing. The rotation mechanic doesn't really add any challenge or decision making to the game because like someone else mentioned earlier, you're only firing working with one signal at a time. - A suggestion from me off the top of my head is maybe make the signal **instant**. Instead of a step-by-step traveling, it shoots like a laser and bounces off the dishes.

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Bag Stranding by danmerey 2023-05-12T20:13:40Z

LOL this is hilarious, loved it! I think there's a little too much backtracking and walking for my liking though. The box physics was very creative, I like how it tends to 'spring back' into place. I also liked how you had some physics puzzles in there too. Sound effects were amazing :p

Stand and Deliver by rohanmoon 2023-05-06T23:11:07Z

This is a really neat idea and creative use of AI! :)

Ninjanitor by zbugba 2023-05-06T22:09:51Z

I think the idea of resetting the dungeon is interesting and has potential, but just walking around and placing the treasures wasn't really that fun for me. The stealth portions and carrying penalty just felt like tedium rather than interesting gameplay mechanics. I got killed by spikes with 2 treasures on me and then when I respawned I only had 1, so that left me short a treasure. Is that intentional?

Dear friend by hmrpf 2023-05-08T06:10:17Z

Super pretty game~ you guys really nailed the flying. It felt really smooth. I like how you built on top of flappy bird for a less silly game but keeping the same easy-to-learn hard-to-master controls. Unfortunately I was defeated by the level and gave up. Besides the level tuning, having a checkpoint might help for longer levels.

GobEx by WeirdBitGames 2023-05-13T00:23:32Z

This game was really fun! I got to 9k on my second try, but then I noticed that as it got to be a little too fast for me and let packages hit his head, they stopped making him mad :p

A suggestion is to make the hitbox for the package a little easier to click on when it's above the goblin. It gets difficult when they keep coming fast, if you let one slip through cause you barely missed the hitbox, it starts a slippery slope. The game also hurts my hand after a while, maybe if you make the spring also a 'drag over' instead of needing to click again to let go, it will require fewer clicks.

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Crabload of Shells by mitur 2023-05-07T21:27:06Z

I really like the seagulls overhead and burrowing to dodge them, but I found that I didn't really need to do that very often since it was easier to move around them. Maybe the seagulls could move more intelligently to target the player periodically? The gameplay did get a little repetitive though. I'm not sure if the different types of shells adds anything meaningful to the core gameplay loop of collecting shells while avoiding seagulls (they're all effectively the same shell). Just off the top of my head: what if you had a mechanic where every once in a while, a special shell would spawn that adds a score multiplier, but there's only a limited time to get to it?

Art and aesthetic very both on point! The crab is very cute c:

Crabload of Shells by mitur 2023-05-08T00:34:06Z

Oh I wasn't aware that collecting the other shells did something! I wonder if the burrow needs a cooldown at all. Since the goal of the game is to collect shells under a timer, and burrowing doesn't let you do that, you're already discouraged from burrowing unless you have to. Maybe it could take half a second to burrow / un-burrow and that's enough.

Flooding Fisherman by JoaoPBax 2023-05-02T21:07:07Z

Title screen is gorgeous! The art style is very pretty, loved the graphics. I was a bit confused as to what the different rods were for in the beginning, but once I figured it out, it was fun. My favorite mechanic was dodging the rocks. I would suggest maybe introducing them one at a time. I also had to read the instructions on the webpage again to figure out how to actually shoot the rod instead of keep picking up and dropping. Would also be nice if there was an indication of progress, I don't know if its endless or if there's a goal, but I crashed my boat too close to a house and lost.

Hamazon Waremouse by Hoshinu 2023-05-02T23:19:40Z

Really love the art and music! It's so cute and hectic :) I think I would've had more fun if the UX was a bit more clear. I found myself not remembering what I had collected already and what I hadn't, and also I wasn't sure if I was doing it right or wrong. The same sound effect seemed to play regardless.

Packing Up by RRADU 2023-05-02T20:00:11Z

Really cute game! Loved the graphics, UI, and audio. It felt really cozy and totally something I'd get on steam. I feel like gameplay-wise there wasn't many interesting choices to make. I kinda just bought whatever I could afford, since there wasn't any information I could really leverage to make decisions. Also it felt like advancing to next day was too consequence free so I could just buy whatever, set high prices, then skip until they sold. Would also be nice if there was some objective or motivator to keep playing and accomplish besides collect them all.

Sunset Delivery by nobiy 2023-05-02T21:47:12Z

@najimi

Thanks for pointing that out! I think there's a bug with the number, but the game ends at the appropriate spot :) There should be a pretty significant landmark that indicates you have arrived the destination.

Sunset Delivery by nobiy 2023-05-02T22:11:42Z

@ausstein

Thanks for the feedback! I noticed that the game ended before the intended destination, but it also looks like this was from a "Restart". We never tested the restart as we were scrambling up until the deadline so it's pretty wonky haha. May I ask if the game ended at the appropriate spot in your initial playthrough?

Sunset Delivery by nobiy 2023-05-02T22:29:34Z

@ausstein It's supposed to end as you enter the tall building.

Sunset Delivery by nobiy 2023-05-02T22:31:35Z

@ethernal-tech @osvaldo Thanks for the kind words! I'm so glad you appreciated the visual style :)

Sunset Delivery by nobiy 2023-05-03T01:27:50Z

@terryg @joaopbax @cabritta @zgragselus

Thanks for the feedback and checking out our game :) I'm not an artist so this game jam was really far out of my comfort zone, but I'm really happy we decided to do all the graphics from scratch, and I'm so happy it's been well received. Thanks so much guys!

The game actually does 'pause' when the dialog comes up in the sense that the timer pauses and the progression is frozen. Ideally the collisions with cars don't happen while that the dialogue is going on though.

We were scrambling to get a complete game up until the deadline, unfortunately ran out of time to do art on the traffic. The original plan was to have different types of cars that have different behaviors like: trucks, speed racers, etc. so that it's less of an indistinguishable mob.

It does seem like we need to make it more clear that pressing W speeds up the car, noticing a lot of ppl don't realize that for a bit.

Sunset Delivery by nobiy 2023-05-03T22:55:51Z

Thanks everyone for the comments and checking out our game!

Hey @ausstein, I made a couple of bugfixes and uploaded a newer version with those fixes :)

@zombiebust3r Thanks for the feedback! We definitely have some conflicting mechanics between going fast vs too much traffic that we need to spend more time balancing out. The cars crashing during cutscene was a bug and that's been fixed :)

Delivery! NYC by Obe Dot 2023-05-12T23:37:35Z

@hsandt I think it's important to have helpful constructive feedback to learn from.

The grappling hook was fun, but the first thing that happened to me with it was I launched myself into the sky and everything disappeared lol. I had to restart the game.

Some suggestions from me: - Add invisible walls and level boundaries - Add a skybox - An overarching goal for the player (e.g. make X deliveries in Y time) would create more motivation to keep playing other than just wandering around - Incorporate the grappling hook mechanic into the delivery objective would make it more purposeful. Maybe some of the delivery targets could be on top of buildings.

FoodEx by stesim 2023-05-07T17:42:03Z

I think you guys made the right call shifting the focus to the physical supplies. I thought in the beginning that the funds were used to purchase supplies, but when I found out that I could just spam buy items and stack up my truck, it was really fun driving over while things were spilling out the back and then clearing out the crowd with all the ingredients.

I do have some suggestions: - Improve the discoverability of the mechanics of the game. I didn't realize that there were multiple shops and different cars until I read the comments and went back to explore more. I was so focused on the funds going down and trying to make deliveries in the beginning that I didn't think to explore. After I got the shop stacked up on deliveries, I thought I had basically won, but then funds decreased at a faster rate than I could earn, and I thought it was just how the game was. I didn't think there was a second shop. I also love the idea of having differently shaped containers for the food. - Rather than the funds depleting over time, I wonder if it would be interesting to spend the funds on food. Maybe the numbers could be balanced in a way where you're still able to spam buying food, but I think it'd be interesting to encourage efficient transportation of goods. - I think it'd be helpful if there was an indicator of where the food will be thrown to / where the cash will be dropped. And maybe the food dropped on the ground should have a maximum lifetime before despawning to avoid cluttering the ground and getting in the way of making deliveries.

RELEASE THE MEAT by NuiN 2023-05-03T10:18:27Z

Very interesting mechanics! I like how that the terrain changes to force me to make different vehicle designs. Biggest wish is to let me restart with the same vehicle instead of from scratch. I also thought that putting the vehicle in reverse felt pretty weird, sometimes it would just flip my vehicle and I couldn't figure out why. Anyway, super cool! :)

DIVE or DIE! by PabloAbraham 2023-05-12T17:05:13Z

Overall: this was a really cool idea! It's very Dome Keeper-esque, and I like the idea of building base defenses while exploring. **You guys did a fantastic job with the art and visual style, it's absolutely gorgeous and such a mood.** I'm sad there were so many issues that prevented me from being able to play it as you guys envisioned it.

Others have already left good feedback about the wall-of-text, but I understand its a jam, and sometimes there's not enough time. A couple of suggestions I have for you to consider for the next jam: - Make the 'manual' accessible from within the game with a very noticeable big button. - Much simpler than making a tutorial. The problem is two-fold: people don't want to read pages of text before playing, people aren't going to remember everything or know what you're talking about without first playing around. By having it accessible in the game, they can reference the manual as they see fit. - Simplify the game!! - Do you really need two different types of robots? I think just having the default one gets the point across for the jam. - Do you really need two different types of currency? What if there were only blue crystals, and the 'golden crystals' were just clusters of 10 blue crystals? - Does there really need to be a machine fabricator at the top and on the drilling platform? - There were a lot of technical issues and lack of player feedback that I wasn't quite sure what was working as intended and what was not. **Reducing the scope would make the game simpler to understand, and allow you to build a more compelling and polished 'vertical slice' of the game.** Technical issues I noticed: - The player movement sometimes slows down and pauses, until I stop and start moving again. - The footstep audio sometimes plays twice, causing it to be very annoying, until I stop and start moving again. - The instructions said to "hold left button to take control of the robot", but that didn't work for me, I could only tell it to move around. I'm not sure that the robot even did anything. It didn't seem to shoot, just sometimes the enemies would 'disappear'. - If an enemy 'disappeared' while holding a crystal, I don't get it back. - The robot would sometimes move to an invalid location that's off the lift. One time it just disappeared.

Gameplay comments: - Movement is very slow, so venturing far from the lift is very un-fun. I would suggest either making the tunnels shorter, or placing more interesting things there. - There's not a lot of space on the lift for having robots for defending. Even with just one it would get in the way. What if the robots were flying instead of on the platform? That way you don't need to move them around and it also simplifies that component.

BANKWAVE: Neon Networth by Frabjous Studios 2023-05-02T20:10:21Z

Really love the aesthetic, artstyle, mood, and audio! Super amazing job! I really didn't understand what I was supposed to do thought apart from giving them money. I hit Next a few times and it crashed the game.

Pizza Inspection & Shipping Service by Harrison Jones 2023-05-08T03:41:01Z

Best pizza game of the jam! Fun take on the Papers Please genre :)

Punchline! by Federyee 2023-05-08T07:51:35Z

Definitely not where I thought you were going with this game :o I think overall I would've liked to see more integration of the joke delivery into the core gameplay. Only the word dodging one seemed meaningful. It's a neat idea to use the space between the words as a space spot. I did run into slight issue with that one where it looks like you have plenty of space to go under some letters, but you can only use the empty space to dodge.

Ghost Deliver by Apricot 2023-05-12T20:32:48Z

I'm not sure how the penalties affect anything, I only rebirthed 3 people. I agree with A1stakesauce that since it's a judgement call, there shouldn't really be a penalty anyway. I think this game would be more interesting if we could dive deeper into these ghosts' stories. It's a little concerning that the grim reaper gives them only each 1 sentence for such a consequential decision :sweat_smile:

Watching Eyes by AylanJ123 2023-05-07T22:33:44Z

Love the title screen! I think the 'standard' controls for ascending/descending are Ctrl/Space so I had to look back at the page to figure that out. I couldn't really tell if I was shooting... I thought the audio sound was an 'error' until I found a drone and gunned it down apparently haha. Some kind of visual effect on the shooting and some hit sound or effect would make that more clear what's happening.

I think it'd be more motivating to play if there was some indication of progression like how many drones are left or how many I have to destroy.

Having a separate viewport to locate drones was a cool idea, I really liked that :)

You Are The End by TooLoo 2023-05-02T23:09:29Z

Dang that was dark... It wasn't too difficult, but I still felt tension throughout. That moment in the last level with a horde was very cool. And I really liked the comic panels :)

Am I your "Type"? by pralista 2023-05-08T07:33:51Z

Such a cute game! I wasn't really sure what the purpose of the different bars was for though. I just went with filling up the red one. My strategy became to just type really fast once I noticed the bars were going down :p

Aspect Traveler by Benedict Ide 2023-05-08T03:29:39Z

Really beautiful game, I loved it so much <3 Having to keep the different aspects balanced was a fun challenge that gave weight to my actions beyond flavor text. One of my favorites of the jam :)

Styx by manioora 2023-05-12T20:50:42Z

I don't know how people are dealing with the controls... I tried holding down both A+D, but then if I need to turn it spins out of control and it's so hard to make it go where I need to go. I spent a long time wrestling with it before I gave up, which is such a shame because the world and ambiance is so cool and I want to explore it. This is exacerbated by me not knowing where to go at all. What is the "Gate of Hell" and what is the "Gate of Heaven"? Is the Gate of Hell the giant pool of red? I went to a pool with giant hands and ran into it but it doesn't do anything. I tried to go to a red X and I thought I was in the right place but there was nothing but a glowing thing.

Please make a version of the game with a simpler control scheme, would love to play it and check it out.

After playing again and reading someone's comment, I see now that the piers are the gates, and the balls of light are the souls. So I need to go to the red Xs to pick up the balls of light and deliver them back.

Pack It Up by thomaspixelart 2023-05-06T23:00:20Z

Very polished game, but I got stuck on a spike section. After retrying for a couple of minutes, I had to put it down. Definitely had a lot of potential though. Very simple mechanic, but having the left/right control taken away presented an interesting challenge. It almost felt like someone else was playing the left/right controls while I'm playing the jump button.

A suggestion I'd have is to do away with physical checkpoints, make them automatic, and also make them more frequent. The problem is that taking away the left/right controls makes climbing back up previous sections quite slow, whereas in a traditional platformer you'd be able to take the optimal route every time since you have full control over the character movement.

Of Mice and Mail by ShamanTramp 2023-05-08T07:10:24Z

I just ended up spamming left click and smashing everything XD Didn't realize in the game that the different windows were worth different point values. I was aiming it at first, but then decided it was easier to spam :p Would be nice if the level had a set length so that I'm progressing towards some end goal, and also makes it worth focusing on trying to aim for more efficient scoring objectives rather than just doing whatever. Cute art!

The Weird Shit People Get In The Mail by RABILLER 2023-05-08T17:21:28Z

Fun little game! Very innovative idea. I was so concentrated on packing it up neatly and perfectly and was fired after only shipping one package :laughing: Then the next time I went super speed and got promoted :sunglasses: Only wish the game had more levels and was a little longer. I think it could've been really funny to see more interesting items people have to send.