This is a fun game! At first I found the interval at which the packages spawn a bit low, but then I noticed your very extensive settings menu :).
Play Send It
Send It: No Regrets's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #116 | 3.771 | 3.771 |
Game Design | #121 | 3.829 | 3.829 |
Graphics | #140 | 4.000 | 4.000 |
Audio | #208 | 3.514 | 3.514 |
Fun | #215 | 3.629 | 3.629 |
Overall | #250 | 3.543 | 3.543 |
Theme | #1232 | 2.514 | 2.514 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Keep the country connected and stronger together though communication through mail.
Did you write all the code yourself and made all the assets from scratch?
I wrote the code and made all of the artwork myself. Music credited in game and sound effects owned through license.
Comments
Very good game,i like the design but does bomb alarm have to be that loud!it scared me :D
Really liked the game! The only "problem" is that there is an information overload in the tutorial, I think a tutorial where you would for example test some packages and there would be some text telling you what to do next would work much better, but it was fine anyway! Really cool idea and I see a lot of room for expansion, maybe even a co-op mode would be cool! :)
Great concept ! The game is quite fun to play, I liked the fact that you offered different game "mode". My only criticism would be for the tutorial, it stuffs you with information without really showing you or letting you time to think, a step by step tutorial would have been better, but I understand that it can be hard to accomplish during a jam. Overall great work !
It was difficult at first but once i got into the swing of things it was really fun
This had some surprisingly good game feel and the audio was really good! The tutorial was a little too long and, in the end, I figured it out on my own. Not sure if it gets more complicated or has a faster pace but it was pretty easy and you basically do the same thing for every package. I would have loved for it to steadily get super crazy.
I liked it, and I'm really impressed by the different versions possibles :0
My only negative criticism would be that it was a bit confusing at first, I feel like I would've understood/remembered the tutorial better if I was doing the thing as it was explained to me (like with a package going though the different machines). As it is, I failed my first play quite embarrassingly and got fired xD the second time was better tho, hehe.
I really love how the character moves, and the "not a bomb!" packages made me smile (I don't know if it's randomised, but in my case the package didn't lie, it was, indeed, not a bomb, and I thought it was very funny)
The presentation was great, and the pixel art looks good too. Nice work! The parcel delivery was kinda fun, but there really is just one mode of operation (check for bombs >> check weight >> check stamps >> check account >> accept/reject), so there is not much room for variety, but it definitely has potential. Also, this barely fits the theme, lol.
I agree that the game flow is very linear, I would have liked to maybe add some story element to the game. If you haven't noticed, it's basically a parody of Papers, Please. In Papers, Please, the entire game is story based, but this one is not. That's why I tried to add a lot of components: the tutorial gets hard, but in turn the game gets more interesting after the player has learned its mechanics. Thanks for playing!
I love this, you did a great job on this game. Especially for doing it on your own!
This really nailed a few aspects that I appreciated greatly, particularly in its presentation. The simple, yet effective artstyle is coupled perfectly with some really relaxing music that drew me right in and had me playing this longer than any other gamejam game so far. This atmosphere was engaging enough to the point where the alarm sound effect cut through everything else in such an impactful way that I actually started panicking in game as I frantically tried getting it into the rejection chute. That said, there were a couple of shortcomings that acted as a bit of a hurdle. The biggest for me was how the changing the price of the labels felt really unintuitive, especially compared to everything else, which only required moving and the mouse. Comparing this with having to type stuff on the keyboard felt so out of place, not to mention that it straight up wasn't working for me in a few cases. I also felt that the tutorial was a bit much, serious information overload almost turned me away from the game completely until I understood how simple most aspects of it were. I personally also found it to only be sort of linked to the theme, as the game itself never really emphasises it too much, with connecting people through post definitely focusing on the togetherness, without as much of the strength that comes with it. Even so, big fan of this one, played a few rounds of it for fun even beyond the initial ones for the purposes of rating it, nice touch with the customisable difficulty as well.
I really appreciate the long comment. I have gotten the feedback that the mouse should maybe be discarded completely, but I didn't want to spend time creating an arrow key system instead of just using the mouse that I had available. The other thing with changing the price that I've seen is that you can just stick a $10000.00 label onto the package and it'll accept, mostly because it doesn't care if the package is over the price that's required. I'm glad that the alarm in the game made an impact, I really wanted to make it feel hectic the moment a bomb package was discovered, especially for new players. The thing about you saying that the mouse "didn't work for you in a few cases" is another thing I've run into. I have to force the player to not place the package inside the tables, machines, and walls that are solid because then they would bug out of existence, so I decided to sacrifice that for a more restrictive feel. I could have raycast a ray out to find the closest pocket of air that was in the area, but I decided that I couldn't put that much effort into something I could just add a limitation to. I agree. The theme connection is a bit of a stretch. Why? I really want to make games that interpret the theme in an interesting way. While it's nice when people just have a face-value stronger together game, it also gets kind of "generic" after a while when every game is about things being together and having stronger attacks or better abilities. I feel like if you don't "stretch" the interpretation of the theme, it's going to result in a game that won't stand out as much compared to the other ones. Glad you're a fan, and that you played a few extra rounds. I tried to add as much customizability to the game for maximum replayability value.
At first I felt overwhelmed with the "Training" because there's just so much to know/remember that I felt ready to quit if I'm being honest mainly because for personally I like to learns as I go. For example maybe have a say system where each new day a new challenge is added e.g. day only bombs, day invalid postage, day a 3 can fix invalid postage would've help me to learn the ropes in a progressive way.
However, once I started the game it was not as hectic as I feared the start would be and maybe you did do the system I mentioned but it wasn't introduced in the game outside of the tutorial so I don't know if you did :D Overall, good job
Love the game, very creative and fun to play! My favorite mechanic was all the alarms whirring and lights flashing when a bomb appears. Lots more bombs were being mailed than I expected!
Really nice and simple. The mechanics though got a little confusing. Although I understand with such limited time, you couldn't build an interactive tutorial to drive home the concept. But I think I got the gist of it and really enjoyed it. Very fun running around, doing a routine, gauging price point. Nice submission.
Good game, I kind of got confused about how the stamp system works though
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