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Delivery Steve's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #41 | 4.022 | 4.022 |
MUSIC | #73 | 3.804 | 3.804 |
OVERALL | #115 | 3.804 | 3.804 |
DESIGN | #115 | 3.674 | 3.674 |
VISUALS | #116 | 4.043 | 4.043 |
SOUNDS | #188 | 3.304 | 3.304 |
INNOVATION | #261 | 3.217 | 3.217 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Death Stranding (but fun). I loved it. Everything about the game screams passion. From music to crisp and pixel-perfect art. I just loved it!! This was a great game for something to be made in 7 days! Congrats, you made an amazing game!!
Please consider playing and rating my game as well. I would really appreciate it! Thanks! Cheers!
Is this somehow a parody of Death Stranding? 😂
Anyway, I like the visuals, gameplay and how it all works. Fun and simple game.
Just needed more challenge I guess, like falling or moving platforms, obstacles, etc...
Enjoyed it overall, so great work! 😄
grey 8
+ Great game concept
+ Loved the graphics and animations
+ Sounds and music were nice
- I felt that the jumping was a bit too floaty
- The key bindings felt weird to me, I kept dropping presents when I meant to jump... maybe E would be a better key for interactions?
Thanks for checking it out! Appreciate the feedback :)
Great game, the visual style and overall theme is awesome, but the take on less is more is pretty unique, it was a bit simple once you figured out the mechanics, but i could see this world and mechanic expanding even further. Wonderful work! Feel free to check my game out if you get the chance :)
You're game is Great. The detail :
+ You take the risk to use an idea that BTP talk about in this video, but you manage to make it your own way, congratulation.
+ The game is looking good, very cute.
+ Music is great too (but (I quibble ) not sure it's the most appropriate with this game genre)
+ Controls are good
+ Level design makes the sequence of levels fluid
+ Tutorial part is simple and efficient (I'm jealous)
+ Death is not punitive
- A bit repetitive
- One obvious strategy : carry only one package at a time
- Need some incentive to optimize your delivery
- A bit laggy on my PC.
Thanks for playing ;)
Ideally you cary as many packages at one time to maximize your score. 4x the points for pickup and delivery when you have 4 packages, 3x when you have 3, etc.
I was going to tie the score into the end condition. Finish the game with 2000+, ending 1 town is saved, 1900+ Steve is saved, 1900- better luck next time, but ran out of time to add it into the game in a way it made sense to the player (it seemed a bit punitive for such a casual game)
Concerning performance, unfortunately web support for the engine is still experimental on itch. Their header restrictions won’t allow for shared memory array buffers, which are needed for threaded wasm. For example, it was pegged 60 in Chrome on my venerable t420 (windows, 2nd gen i5), but chuggs in Firefox on my 2020 XPS (Linux, 10th gen i7). This is why I also uploaded a build for each major OS.
Which system (cpu, browser, is) did you play on? Pressing 1 toggles the display of the in game fps in the bottom right corner.
Did not notice for the score, I'm not very interested by score in video games in general (unless it's tightly related to your progression).
I own a PC with an old Intel Core i5, windows and use the latest Firefox version. The FPS is not to bad, at level 3 is goes down to 46, but the screen jiggle when I jump.
And once again, congratulation, your game is pretty cool !
Thanks for double checking the fps hit :) Yeah, there is something about FF and wasm that don’t mix :(
Love the pixel art and the audio. Character felt good to control. I did find the game started to get repetitive by end. I would've liked a second locale, but I understand with limited time that was unrealistic.
Great game, the visuals and sounds are awesome. The character also felt really good to control. One suggestion, the vertical camera movement is a little jarring, especially with the high and fast jump. Some smoothing or using a camera window may help. Overall awesome game, I had a lot of fun playing!
Thanks for playing!
The y axis damping was twice as tight as the x axis damping to ensure that you could see where you were jumping to / landing. I designed a few camera response curves to address this and tried out some vertical leading (like you see when you turn left and right), which would be needed to permit a looser response. Watching the character double jump with that implemented actually gave me motion sickness lol.
I left the sonic style camera in the game (press 6 to activate it). It doesn’t feel quite right and does not really address that tight y axis response :/
this is nice! I love the relaxing atmosphere :D
Nice game, the atmosphere is relaxing and the art is great!
Maybe marking the destination of the packages could help but it is not a big deal.
I could see that helping with the longer levels at the end.
Nice game, the chill mood was very comforting, something I was confused by was that every time you got near a package the letter P pops up and I thought that was the key I was supposed to press to grab it, kinda my fault too for not reading the controls, good work.
Thanks for playing.
Ah yes! P for “Post Office”. I didn’t think that one through -____-
Maybe an action icon indicating the key to press and the action to expect at the bottom of the screen, which pops up when you can preform an action, would be helpful?
Yeah! I think that would do.
Nice game ! The visuals are just awesome ! If I can something about the game is that the air control is not really good. But the game is great. For the moment the best one I saw.
Thanks for playing :)
Yeah, in air movement is one of the things I want to tweak after the comment period is over. I initially had only inertial movement in air, i.e., your run speed at liftoff and how long you jumped for dictated exactly where you would land, which I personally love. But, when I had my friends play test it Friday morning they HATED it, so I quickly added drag and some in air manoeuvrability last minute.
oh man this game, i loved it, the art is so gorgeous, the music is fantastic, great way to implement the theme her. great job
Very cool game! loved the idea! It fit the theme so well! I had fun running around the levels and just double jumping everywhere!
Nice job! :)
cool game and idea and art i did it my score is 1009
A charming little narrative that wrapped up the abstract idea kept me playing through to the end, though the quantity of packages and relatively basic platforming made it feel a bit dragged out towards the end.
- My favorite part was the conversation with Steve, and it was presented and paced well through the background of the level as you explored. Together with the chill music and nice art the game had a nice lot of comfortable personality in it.
I like how the characters background in their portrait matched their shirt color, made it easier to identify them.
Appreciated the lack of punishment for falling off the world.
- It would have been nice if you had a gray icon representing the abilities you have, along the tab where your packages are stored. So that when you pick up a package, it hides the ability you lose, and dropped one, the ability you gained. That would have helped remind you naturally what you could use and wouldn't have taken up any more HUD.
Regrettably for me compared to the others I've read here the end of the game really felt a lot longer than it needed to be, with the amount of packages and backtracking amongst the characters trying to do so by memory, or not having found them yet so having to find them then come back then visit them again.
It might have been more designed for the pacing of picking up more packages and delivering them/dropping them when necessary to reach the characters. But because you didn't know where the characters actually were in the level yet, and you lost points each time you dropped a package, it felt like the wrong way to do it, regrettably creating a longer more drawn out experience.
I think there was enough personality in the narrative crafted and tone of the game, that I'm not sure the scoring benefited it at all. It felt like it took away from what was otherwise an enjoyably comfortable platformer to journey through, though that depends on the goals you had for it.
Thanks for the feedback! I really like the idea of your abilities being in the UI, hidden behind the portraits.
I had two much larger levels at the end, but I came to a similar conclusion as you. Without increasing the difficulty or introducing new puzzle mechanisms (both a hard sell for a jam game) they got pretty monotonous.
The points system was my mechanism for rewarding a more optimal play through. Unfortunately it wasn’t fully baked into the game ending. My initial plan was to have 2-3 endings based on your score, but ended up cutting that idea.
Most levels were designed as a cycle with a hard direction and an easy direction. Steve’s initial facing was supposed to indicate the best direction to go. Since my goal was to create a really casual experience, I really should have communicated more this explicitly, e.g. with little directional arrows.
No worries :) . Glad the feedback helped.
Nice to hear you were considering the same things and and already refined the experience. It can be difficult with so much biased/loud discussion about game length to remember it can be more valuable to cut back, and even when you do to actually cut back.
Ahh yeah if you'd had the time to implement that it would have felt more natural to be there, sorry to hear it had to be cut, would have increased the impact of the conversation with steve going on too, though I tend to prefer a single refined story so enjoyed what you had.
Oh, for my experience I figured that the direction of the conversation in the background was the 'guided path' so followed that, definitely didn't consider there was a difficulty in your direction. Some communication about that will definitely help shape up any post-jam refinement you may work on for this.