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Stork Town's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme - How well the game incorporated the given theme. | #6 | 4.071 | 4.071 |
Overall | #16 | 3.563 | 3.563 |
Concept - How interesting or unique the game is. | #19 | 3.714 | 3.714 |
Presentation - How well executed the game is. | #27 | 3.429 | 3.429 |
Enjoyment - How much you enjoyed playing this game. | #33 | 3.036 | 3.036 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What assets did you use in this project?
Synty Small Town
Synty Airplane
Easy Mesh Collider
Mesh Baker
Mixamo
Valem Tutorial Level
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Comments
Love the concept and the idea of chucking babies off an airship as a penguin.
Voice lines are also good!
The menu scene is gorgeous too! And I like the environment design! Although there is a fair bit of visual clipping.
I found the controls a little bit awkward because it was hard to get the ship to stop turning and it was uncomfortable trying to steer and adjust the speed together while also looking over the edge to see. It would be nice if there was a window in the floor or something as it was really hard to see below and line the ship up.
I also found it a bit nauseating with all the movement and turning so I couldn't play for too long. Especially after I got randomly flung off the ship whilst holding onto the rudder. Then there is no way to get back up after you fall off. And no way to restart without restarting the game.
The penguin wings also appear to be attached backwards with the Quest 2 controllers as I noticed they were completely twisted unless I held the controllers at a strange angle. But it is a nice visual effect to have an actual body. Although it made it harder to look down at the town as I couldn't see much past my body so maybe not the best kind of game to have that feature.
Thanks for playing! The voice lines were all AI generated! :)
The controls were the unfortunate result of adding in the wrong VRIK rig at the very last hour before deadline. That rig wasn't hooked up to all the systems and was about 2x smaller than the rig we used during playtesting. So the larger rig allowed you to see over the side of the ship while playing, easier to steer and if you fell off the ship you were supposed to respawn, but all those things never got hooked up into the new rig we dropped in last minute. Oh well!
A couple comments about a glass bottom/floor. I think it could work well with a little minimap monitor or something on the podium. Ahhhh if we had just one more day right? lol
It looks very clean, I like the style.
The environment is great here. It felt amazing to be flying overhead with a city that felt alive right below. Crazy you knocked that out in a week. The concept and game design are creative! The only drawback is not being able to see what is below you as you're cruising along. Reminds me of trying to play Sea of Thieves a bit lol. This might also sound silly, but I loved your title screen. When I come into a VR experience, I want a title screen to feel like that. Great entry my storky amigo!
Thanks for the kind words! Last hour we tried to fix a bug with the VRIK rig and put the wrong rig into the game which broke a lot of the functionality like the respawn and more importantly the wrong scale controller! Originally you were about 2x bigger and you could easily see over the edge of the ship. We had some great suggestions about adding a hole at the bottom of the ship or some cameras. There were plans on letting you fly the ship vertically and crawl down the side of the airship ladder but we ran out of time. I worked really hard on that title screen! Thanks for noticing!
Really enjoyed this - fun concept and great visuals. I liked the intro and how the game was presented at the stat.
You can see the potential in this, but I think it's clear that perhaps time was an issue to get everything in and working. I fell off the airship part way through and still survived while holding a baby, then did the deliveries by run running around. Nice to see the town's details, however I'm pretty sure that's not how it's meant to be played ;)
I think it would help with a hole or something in the ship to see what you're above while using the rudder, which I must admit was a little confusing at the start, I didn't realise the rudder was usable to start with.
All in all, I enjoyed it and I think given more time and more visibility from the ship, I think it'll make a great game.
Thank you for the kind words! Time was of course a major factor but we tried to fix a bug with our VRIK rig and inadvertently placed the wrong rig in the scene at the last minute which fixed the bug, but broke everything else in the game including the respawn when you hit the ground and the size of the player in relation to the ship etc. Originally you were bigger and could see over the sides of the ship much easier. I think a hole or a camera feed on the ship would be a great idea! Thanks for playing!
Oh man, that’s a shame - but I guess these things happen, especially under such tight time constraints! Makes sense now if you were taller and could see over the edge, but also, I imagine a sort of glass bottom of the airship might work too and quite friendly on performance. The camera & screen idea would be fine, however I imagine adding a camera and rendering the whole world underneath again would be a critical hit on performance on the quest.
Still, throwing babies off the edge of an airship is just inherently funny - so kudos for that :)
The menu was backwards from my plays pace and I couldn't rotate while in the menu so I had to physically turn around to start the game and then when I spawned I was backwards again and had to flip around. I like testing the limits of games so the first thing I did was walk off the ship and wander around the town which in it of itself was kind of interesting. My right hand was like rotated all wrong which was pretty weird. Once I quit and restarted the game since I had no way back up I was able to start the thing. The information bubbles playing audio over each other and the stork talking all at the same time was hard to tell what was going on and the controlling the ships turning was funky, it felt like the rudder itself kept pushing me. Throwing babies was... pretty funny. The ship did turn off while I was trying to throw the babies into the town and it must have flown out of bounds because an invisible wall pushed me off the ship. Then as the ship flew off into the sunset I saw all the babies getting dragged along with it which was pretty funny too. Throwing with an Index unfortunately kind of sucks, I know it can be tweaked with bindings but it just didn't work all too well for me. I was able to yeet some of them pretty good. Not being able to reset was unfortunate and honestly doing this with friends would have been a bit easier since someone could steer, someone could control speed and others could chuck babies or even just drop them if the flight path was good.
That's a first I heard of starting in the wrong direction. I wonder what could have caused that issue. We added in a new XR rig at the last minute to fix some interactions not working and unfortunately broke most of our game in the process. The rig was 2x smaller than the rig we had been testing with, in previous versions you could easily see over the side of the ship. Also that new rig meant it broke our respawn script which should have respawned you as soon as you hit the ground haha. The collisions with the player and the babies layer was working on the old rig but the new rig hadn't been setup properly and we were out of time before we noticed the error with the rig. Ahh well! Thank you for playing and breaking our game haha.
It's likely due in part to how I have my VR space set up personally. I have my chair and desk facing the opposite direction of the direction of the VR space. I did kind of like wandering around inside the town.
Enjoyment: I had a lot of fun playing this game. The concept was very easy to understand, and the generous size of the ship controls made the movement of the ship very easy to handle. I also enjoyed the presentation of the menu, which was breathtaking with the IK arms. I spent a good chunk of time flapping my arms like I was reborn as a 1.6m stork.
Concept: The concept was very easy to understand. The player is a Stork controls a ship that delivers tiny infants to their to-be-parents! Presentation The presentation of this game is excellent. The graphics are beautiful, especially that gorgeous Menu screen. The sound design is also great, with satisfying audio feedback when i interact with objects and especially when I tried to grab the tiny infants with my Jedi hands.
Use of Theme: The theme of delivery is incorporated well into the game. The delivery I was making was surely special!
Technical Notes: Since there is only one crew member so every task is to be done by the Players. There is no way to see through the ship at the city below. THEREFORE, The game could use a real-time map with markers so that the Players can see where are they heading when driving the ship. This would really make the gameplay more manageable in my opinion.
The game features a flying ship over a city. This can be a very visually impressive experience, but it can also be nauseating for some fellow players. I have been playing VR games for ages so have a steel gut, I just hope that others are able to look at the city below without flinching.
The ship has a Plank which reminded me of the game Richie’s Plank VR. The plank could also be made wider, which would give players more room to move around.
Game Look very cool, love the concept, and narration.
I did have problems though:
Still look really cool though!! High ratings
Yeah the control issues and probably motion sickness was introduced with the last minute fix to replace the XR rig, we replaced it with the wrong one! So the character is much smaller than you should be scale wise and you can't see over the side of the ship while you're flying. The ship was supposed to have vertical movement as well so you could pilot yourself lower below the clouds and get closer to the targets. Your right hand rotation was most definitely an issue with the wrong rig being enabled. Last minute oops that caused a whole host of bugs, including not being able to respawn when you fall off the ship. Ahh well, that's gamedev during a gamejam for you!
You should see if you are aloud to do a Hot Fix.
Would love to play your game again!
really great environment building and amazing concept! I tried a few times to make as many deliveries as I could. the baby throwing feels a little heavy, and there was a problem where you could stand on a baby as you were holding it, leading to the player being able to fly. other than that really well executed!
Yeah the baby standing and size issues were due to the last minute XR Rig we implemented. It was the wrong rig that didn't have it's collision turned off for the baby layer, was the wrong size and was tagged incorrectly so you didn't respawn when you fell off the ship. Thanks for playing!
How cool is that. I like everything about it. The presentation, the voice-acting, the game-mechanics and this totally absurd situation. You even can jump out and explore the whole city... as a penguin!
Only little problem was the movement, when carrying a baby. That felt somehow bit wrong. But not, sure, maybe that's how it's supposed to be, you are at least a penguin.
Imagine you continue on that, make it a multiplayer game, and we all meet there and throw babies around :-D
Thanks for playing! The respawn trigger broke when we put in the wrong (smaller) IK Rig so the scale of the boat is off and you are supposed to respawn when you hit the ground! Initially we had planned for socketable babies on your body so you could carry them and have both hands free to climb down the ladder. That stuff was actually worked on but we didn't have enough time before the deadline! It would be fun to be multiplayer and have someone steering the ship and another person throwing the babies. Maybe in the future!
I also fell off but I managed to grab a baby before I did so got a delivery in haha, really like the concept and looked really beautiful :)
Great voice acting, environment, and concept! Fun and funny! Great work!
Thank you! But I can't take too much of the credit for the voice acting! It was all generated by AI!
I fell off the ship early on...not sure if that was supposed to happen. Then I was just stuck down there so had to restart. Overall guiding the ship wasn't very intuitive, I feel it was too big. Visuals and sound (voice) were great!
Yeah respawn broke on the last day before we noticed it. The player rig was actually the wrong one, during last minute bug fixing we put the wrong rig in the game scene so its using the small rig when it should have used the bigger rig that can see over the side of your ship and works much better. The voices were AI generated! Thank our AI overlords!
Took me a while to realized that I was suppose to stand on the evelated surface and I can grab the rudder and speed control in a distance using the ray. I was running back and forth grabbing them directly and thought that the game was too hard.
The sight is pretty much 80% obstructed by the ship itself, which make navigating around very challenging. If there's something like a telescope gadget or a minimap, that would be very helpful.
Oh yeah, the restart button not working.
The baby model.... is creepy and uncanny.
Really enjoyed the game! Game over when there's only a target left. I think the babies rolling around the ground hit some of the target unintentionally, did you set the friction to 0 for their physics material?
Actually we had a bigger VRIK rig for the penguin that fit the ship perfectly, but around the last hour none of the speech bubbles were interacting with the player so I put just the basic XR Controller in there. Justin quickly figured out how to get it to work, but he put in the OLD rig with the tiny unscaled penguin. Not enough time to build out the game again before the deadline so... that's what we got! As for the restart yeah, a bunch of things broke the last day and github threw a fat wrench into our project sucking up precious hours on the last day. There are a bunch of extra stuff that's in the game too that never got turned on because we didn't get to test them. I think we'll update the game a little later after the jam with the fixes :) Thanks for playing!
Beautiful environment, great load screen. I had trouble handling the navigation though and quickly got very far from the town haha
Fun to throw babies down to the town. Great they stay safe even in the middle of crossroad. Unclear what to do when you fell from the ship. Concept, visuals, theme, sounds all are good. And good entry overall.
Thank you for the kind words! Yes, there is a restart state that is supposed to be triggered when you fall off the ship. I think it's simply we forgot to drag the player object into the fall state script. Had a few bugs last minute and needed to replace the player rig and that's probably why it broke. Oh well! I'd like to fix that and turn on a bunch of features that we had in the game but not enough time to properly implement or test. Thanks for playing!
The idea is great and the voice makes it super entertaining at the start! I think there might be too much happening in the scene at the same time to make it a really enjoyable game, unfortunately I only had around 20fps. I also fell down the ship and couldn't get up but I found a way to get back up by colliding the baby with the Rig xD
Hahahaha! What a novel way to get back up! Falling off the ship should have restarted the level, a bug that popped up at the last hour we sadly didn't get to fix.. We didn't have enough time to optimize and bake all the meshes even though we had the mesh basker asset ready to go. Everything breaks at the last minute right? Thanks for playing!
Funny as! Loved it. I "left" the airship and ended up picking up a baby and wandering round hitting the targets. Testers eh? Always finding unintentional behaviour.
Lol, I fell with the baby, and couldn't figure out how to get back on the ship. Nice Voice acting though!
Lol... Yeah, the respawn system broke before build :P Voices were AI generated!
Wow, what program did you use for the AI generation?
Elevenlabs!