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A jam submission

Go-Go-Postal!View game page

Postal Punching Action!
Submitted by Honeydatura (@Honeydatura), chibaneon, Centauri Interactive — 8 minutes, 36 seconds before the deadline
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Go-Go-Postal!'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio (Does not apply for Physical Games)#34.2734.273
Visuals#64.4554.455
Originality#94.0004.000
Overall#153.7273.727
Fun Factor#323.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • The visuals are gorgeous, the voice acting and art direction are superb, the lore is interesting. The controls are so boaty and frustrating that navigating this otherwise eloquently designed space is totally miserable. The classic mech system of having the torso and feet on independent tracks is taking a lot more from this game than it adds and the way your view reels after some collisions sucks all the momentum out of what could otherwise be a fun time. We worry this all seems harsh, but you should be proud of where you've started. We're just bitter because the game seems to promise a really polished experience with the art and sound then just rips it away as soon as you start playing. Here's hoping you keep putting work into this as you've clearly got a talented team, but please put some urgent focus on the game part of the game.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
Alexander Webb- Programming/3D Art, Honeydatura- 2D Art/UI/Writing, Toine Scholtz-Sound Design, Allen Chan - Vocal Talent for Frank, Professor Oneira- Vocal Talent for Cheryl

Did you use any third party assets, if yes what assets did you use?
Earth & Planets skyboxes by Stagit East

Did you use choose from one of the optional secondary themes?
Yes, Retro and No Weapons

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted

Awesome game! Great aesthetic, the voice acting was amazing and the 2D art was fantastic. It was a lot of fun to just ride through traffic and punch them around. My main complaint though is that the mech was stuck turning left constantly. Other than that though, it's a fun time! I'm excited to see what else you do with it! Good job to all!

Submitted(+1)

I hope you make more of this!

It was short, but everything was very well made and the game itself was chaotic and fun.

As someone who did their own VA in their game jam, it was really nice hearing the high quality talent you got for yours.

Submitted(+1)

Really fun gameplay slice for a cool concept !

I really like what you did for picking up and dropping packages, having this just be on a simple click for each arm is super intuitive and makes it a quick action tu pull off. The mech has tight controls with just a tiny bit of jank sometimes, mostly you can get a bit disoriented cause there's no real refferential for where your legs are facing relative to your view, cause the little bar on top shows only the view, but that's really the only issue i've had.

The artstyle is amazing and i think the corny 50's ish sci fi look complements the humoristic tone very well. Voicework is also really good, and i laughed quite a lot at the little 4th wall break for the jam version :p

Cool that you still allow players to have fun  and try out some more deliveries past that as well.

Game has quite a bit of polish already for a jam game, good job to you all :)

Submitted(+1)

Really great world you all built in such a short time! Loved the style of the character portraits and it really made them come alive to be both animated and voiced. The delivery concept for the game is also a lot of fun. Great job!

Submitted (1 edit) (+1)

I'm not sure how much of the clunkyness of the controls was intended or not...

Two things, though:

1. Add a proper "Quit" option to the game!

2. It ran in full-screen mode and the scaling made it cut off one the sides, so some bits of the dialogue were missing on my screen (I've got a 16:10 display).


(Also: The Mac build is broken, there are mostly a few empty directories in it)

Developer

I have reuploaded the Mac build. Not sure how that happened, but I should have noticed it wasn't the right filesize! Oops! Thanks for the heads up!

Menus are definitely planned after the jam and we'll have to take a look at the display issues you're having. 

Would you mind giving us some deeper thoughts on the controls? We appreciate it!

Submitted

Now there is no Mac version listed at all anymore? (Not that it's important to me... my "newest" Mac still calls a G3 its brain)

Developer(+1)

Oops, it was hidden and has been unhidden! My bad!

Host(+2)

Wow I can't believe this was made in only two weeks. It was fantastic!

Submitted(+1)

An issue to report, in the tutorial when asked to tab open the job menu I double tapped tab and was able to close the UI and then was locked out once it closed.  Otherwise very nice!  Good work.

Developer(+1)

Hah! I knew there was something else I missed with my rushed job board implementation!

Thank you for the report! I'm glad you enjoyed it! :)

Submitted(+1)

Well I think you can be forgiven seeing how much else you got done in the limited time we all had XD

Submitted(+2)

Really creative stuff, down to the bug reports being worded as something that connects with the game's setting. Running into things was fun, just to see the chaos that ensues, the sound effects made it sound all the more satisfying.

I think the voice acting and script was good, especially combined with the moving portraits. Cheryl is my favorite character! Overall, there are many clever little details, not just in the game itself but in the game's itch page as well.

One thing I will say is that the core game itself, picking up packages and delivering them, isn't very fun. I think this is in part because of the controls that feel stiff, with the mech getting stuck on corners of things, making it hard to move. I was hoping I would be zipping through traffic, making chaos everywhere as I try to deliver my package.

Developer

I'm glad you enjoyed the setting! That really makes my heart swell.

Thank you for the feedback! We'll definitely take your critique to heart.

Developer

Thanks so much for playing and taking the time to review!

Regarding the controls; there's a number of improvements I'd like to make here as there's definitely much room for improvement. I never quite managed to fixed the scenery damage system such that it carried through your momentum correctly, which can make things a bit hard to handle or excessively flow-breaking.

Submitted (1 edit) (+1)

Hey, I love the concept! I was surprised to get an actual tutorial with voice acting, and Frank’s lines really put you into the mood! I also like the opposition between the two mentors.

Unfortunately I really have issues with controls and physics. The mech seems to have a lot of momentum, and it uses a body rotation (yaw) + head rotation (yaw and pitch), a bit Steel Battalion style. But for a more casual game like this, it was harder to grasp, and I didn’t understand at first why moving forward would not move toward the direction I faced, and why mouse motion was clamped.

Momentum makes it hard to stop, rotate and turn back which is critical for the delivery. Sometimes, I’d get stuck between street lamps or between a small house and a fence (normally I can crush fence, so it may be due to my head being rotated or momentum).

Reading the description I really imagine a game easy to grasp where you rush toward the next target point, crushing everything on your way, so I think you could get rid of some advanced physics simulation and make the controls more arcadey and straightforward so we can have the wanted core experience straight on start!

Linux note: thanks for the Linux build! I could run it okay, it was not super fast on my third-rank GPU, but justified as there is a crowded street. And this one was made with Unity, not Godot, so it’s good to know I can run 3D games made with Unity too!

Developer

There's definitely some good observations here about mech movements and control adjustments we can make. Thank you for taking the time to give us an in-depth review and thanks for playing!

Developer

Hey, thanks for playing! 

I get the issues with the controls. I think it was probably also because the style gradually migrated into a more zany tone generally, from a more immersive one; but also that there are many intended improvements; such as auto-recentering the mech rotation to the torso angle; which never made it in.  Post-jam version is planned though!

Submitted(+1)

Cool, I saw Steel Batallion also had that “reset rotation” system, that could help a lot. Or you could have an option to auto-rotate body to follow head (as in first-person games where you control a human and he/she would just rotate quickly with the mouse, although it’s less realistic with a mech it may just work for this game).

I also have many things to fix in my game post-jam, I’ll have another pass at patched games later!