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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.