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A jam submission

How Hard Can it Be to Deliver Pizza Now that the World Has EndedView game page

Deliver pizza as a drone in the midst of an environmental apocalypse
Submitted by Turtle000, Toxic Mayhem, majungasawrus, razzledazzle_icedtea, Sagarsdude, enderbean, Brushibee, amseo — 35 minutes, 22 seconds before the deadline
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How Hard Can it Be to Deliver Pizza Now that the World Has Ended's itch.io page

Results

CriteriaRankScore*Raw Score
Interesting Gameplay / Fun​#63.7143.714
Smooth, Polished & Bug Free#64.0004.000
Likely to Release​#74.0004.000
Overall#113.7433.743
Use of Themes - how effectively or uniquely does it engage in the jam's themes?#153.5713.571
​Aesthetic (Art, Audio)#263.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I really like this so far, the design of the delivery drone is really cute and I like the environmental storytelling! My only complaint is that the menu sounds are a tad jarring but I do like the music during gameplay

Submitted(+1)

Very very well polished game, all standard gameplay elements are working as smoothly as possible, overall story was slightly lacking, but has great potential to be expanded upon, i very much hope you continue production post jam.

Submitted (1 edit) (+1)

Hello! I played all the way through the production demo, here's my thoughts:

Positives:

  • I like the visual design of the main character.
  • I didn't run into any bugs while playing.

Negatives:

  • I didn't find the gameplay very interesting. Walking around a large and mostly empty map looking for objects did not appeal to me much. Furthermore, the mechanics of being able to move and pick up boxes felt underutilized to me. If there were some puzzles that use these mechanics, such as a few switches on the ground that you have to weigh down with boxes to open a gate or get an item, the gameplay could get much more interesting.
  • The music was repetitive and listless. I think being on such a short loop with so little instrumentation contributed to this.
  • The writing often repeated pieces of information that were already abundantly evident. (e.g. Picking up a piece of paper and having the first sentence in the description be "This is a piece of paper".)
  • Walls are claustrophobically close to the camera. It's also a bit hard to see the character in tight spaces because of this.
  • Almost no SFX. Things like gibberish chatter during text scrolling, quiet whirring of the player character's rotorblades, and a nice satisfying sound when you pick things up would go a long way.

Good luck with the final week!