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I was surprised by the intro sequence. I thought the story was going to be you are in purgatory because you're a delivery-boy. Really good art and sound direction. Polygonal models add to the experience, making things feel a bit eerie. I did give up on the house sequence. The movement speed was a bit too slow. I would suggest allowing the player to walk across the road after the intro-sequence. Overall, great game and I enjoyed playing!

Thank you for trying my game and leaving a comment!

About house sequence, why you did give up? Does it only because movement was pretty slow? Asking because, maybe you didn't worked on the objective? I mean, if you collect every part, your movement speed will increase to default, it's part of experience :)

About allowing player to walk across the road, i didn't want to do that, because i think it helps going in right direction, i think i could just make fences so it will be obvious that you can't go on road. Also, if i made crossing the road possible after intro sequence it could add some uncertainty, because i think world should have rules that are understandable and doesn't change without explanation throughout the game.

But i really happy that you've still enjoyed the game!

I noticed the speed increase after each part, which is a great idea. When I had all the parts and the objective said to deliver pizza to the houses, I felt faster, but then I kept going in the wrong direction.  I went to house 6 first, I think, but nothing happened. I assumed I needed to go to house 1 and count up. When I was looking for house 1, the movement became a problem.  When I quit the game, I noticed you included an hint or maybe it was the objective that said I needed to go house 11 first. There were some areas of the road that were lighter than others, I thought it meant I could cross them, but there was an invisible wall.


You make a valid point about rules. The player needs to know what they can and can't do from a gameplay perspective and the world should be built around that. Personally, I don't think it takes away from the player to be able to cross the road. I'm a zombie pizza man now. If I get ran over again, I'll put myself back together again. It makes me feel less constrained to the world you created. I noticed your level design leads you to the next objective, but I'm a player that will always go left first when you tell me to go right.  When I went the wrong way, it felt like more work to get back to where I was and find the right way to go. Maybe a pointer to the next objective or a map would help a player like me out.


Having invisible barriers is a great way to lead the character in cinematic experiences, which makes the first part of your game so strong. I think you can keep the invisible barriers, but there should be indications where I can cross like a pedestrian crossing sign.  If I see that sign between both sides of the road, I know there is no invisible walls and I can proceed.  I'm not sure if your game featured an area between roads you could walk on except for the beginning, but having a crosswalk you could cut through between roads would make it more forgiving for players to explore.


I think your game is probably the most memorable game I've played this jam for its beginning. It may be just the type of player I am, so take my critics and suggestions with a grain of salt.

Oh, i think i understand what happened, that's, besides boxes, i think also problematic point of my game, some players after picking up pizza went the same way that was in start, but these boxes are broken especially to provide shortcut to house where you want to go, but i guess, not everyone found it out while playing immediately. About that part of town, felt extremely lazy to work on that, besides of course time, so i just cut that part of map, maybe my problem that i did block it by invisible wall, but didn't left any visible obstacle. Also, my motive to block that part of map to leave only one way to the pizza, so it will feel more like progress when you collect all parts and get access to pizza.

About lighter area of road, that's some problem with baked lightning, i spend around 20 minutes to generate it, and didn't have any spare time to fix it, especially when last baking process was 30 minutes before posting the game, i just left it as it is. There is only one place where you can cross the road, and that where you can see crosswalk sign on road, but because there is only one place where i did that it couldn't be obvious i guess.

About being able to cross the road when you are zombie, it's interesting idea. But first of all, i think blocking the road by invisible wall was not very good idea, cause it's just leaves frustrating feeling, when you see space where you can go, but you simply can't because there is collider. There isn't invisible wall in real life, only maybe that you put inside your head because laws, morals or somethin else.

I really love that you are player that goes left when game says right, because it could be that precious type of players, that explore and find interesting things in locations and don't just skip throughout game with any feelings. If there wasn't any restrictions by time i could make world a lot more saturate and dense, but because it was for me just a decoration to game, i made it really just a decoration without any life inside, and you could really see it even by fact that all windows are lit, there isn't any that are dark, but it's night time, and there's surely some people that already went to sleep, and there shouldn't be any light. So, i guess, in my game it may be the weakest point - going in wrong direction, because there isn't anything where you don't supposed to go. I surely will spend more time on making world less constrained in the future, and i glad i read your comment about that!

About crossing road sign, good thing that i fully forgot about, it's would be very nice to add!

Overall, it's awesome to talk with you about that topic, really apreciate that!