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.
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Comments
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.
Thanks for the feedback! Yeah, my tutorial was a bit long, I agree.
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)
It is randomized. Glad you liked the game. I agree that the tutorial can be a bit confusing, but that's just because there are so many mechanics that need explaining. Glad you liked it!
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!
Thanks for taking the time to comment. I really appreciate it. Glad you liked the game!
the pixel art is oerfect, the lighting fits the game, but there are too many steps to do. sometimes i need to think again what things to do.
I agree, but just like I said on another reply, I must sacrifice simplicity for content; which in turn has a steeper learning curve.
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
Adding mechanics over time is the obvious route for a polished game, but here I couldn't, sadly. This would be a nice feature to add, but I decided to spend more time on things I could see getting done like a nice main menu with settings. Glad you thought that the game was good though!
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!
Glad you enjoyed it, I also love the bomb mechanic.
Awesome game! Loved the art, the alarm sound scared me haha
Thanks, yeah... it is quite jarring.
It's a really cool concept but got really confusing. The sound of the text was also a bit much. The graphics were so good though! It's a lot of fun well done!
Thanks, I appreciate it!
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.
Thanks a million for understanding the time crunch. Means a lot. Glad you liked it!
Good game, I kind of got confused about how the stamp system works though
Ah, yeah. That's a bit complex. You can change how many stamps are on a package only if the package sender has an account with the post office (discovered when scanning under the red light).
Great art and gameplay and I love the customizability of it all. Amazing game!
Thank you!
It was a really good game, but try to make the tutorial smaller next time lol. Had a blast playing this. :)
I appreciate it! Yes, the tutorial is long, but I need to have it because of all the mechanics.
Fun game
Thank you.
Fun game
Thank you.
I like the art and animations! The tutorial was a bit too long though, found myself skipping most of it.
Yeah, I agree that the tutorial is long. I do have to have it in because of the mechanics, though.
Amazing game!
I appreciate the comment.
Now this was a fun game, and I love the amount of custimazation options you have! And that's not even mentioning the charm of this game through both graphics and sound.
Now, I do think you're stretching it a bit with the theme, but still, really fun game.
I wanted to get somewhat creative with the theme and find something related, yet not directly obvious. I did work hard on getting as much customization as possible for all different audiences!
Loved the art! A super fun and chill management type game.
My only feedback would be the tutorial is a little lengthy, maybe introducing a new package 'tester' mechanic once the player has gotten used the first?
However, appreciate the amount of work clearly gone into this. Looks great, plays great and sounds great. Really good job and you should be proud!
Thanks for all the feedback! Yes, I know that I should slowly introduce mechanics like any management game out there, but I didn't really have time to do so because the jam was only a week long. The tutorial being lengthy is also a byproduct of the mechanics not being introduced over time. Thanks for rating, it means a lot to me.