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A jam submission

Contract CourierView game page

Deliver packages, don't die.
Submitted by dilemmasolved — 1 hour, 44 minutes before the deadline
Rated by 13 people so far
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Contract Courier's itch.io page

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How does the game fit the theme?
The npc's are friendly but you can not trust them, pick up a valuable enough item and the greedier npc's will turn violent.

What code and assets did you not make from scratch during the jam (if any)?
All of the code and assets were made by myself, no ai or other assistance, and all of it was written/created during this jam.

How many people worked on the game?
1

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Comments

Submitted

I followed the arrow and found a block and then everyone was mad at me! 
Honestly, it scared me watching them all chase me like that. I like how the far away ones are happy, and when you get closer they're meh and closer they're mad. 
Well done! And great job finishing a game! 

Submitted

The idea is interesting, but it’s clear that it needs some refinement. There’s too little variation in the actions, and it’s not immediately clear what’s happening and what needs to be done. Overall, it’s a decent foundation for further improvements. Good luck with your work!

Submitted

The massive map scale, open post-apocalyptic delivery concept, and terrain details (like working water and hills) show immense ambition for a solo jam entry! Building a courier survival prototype with expansive environments in just a week is a huge technical achievement and sets up a great foundation for a full game.

A few gameplay depth, spawning, and audio polish ideas for post-jam development:

- Spawning & World Density: Fix the late-submission spawning bug so NPCs and enemies are distributed across the city and countryside, eliminating empty 800-meter walks between objectives.

- NPC Behavior & Mechanics: Give players more tactical options beyond "run or die"—add variable NPC states (friendly, neutral, or delayed aggression) and a stealth or distraction mechanic when carrying high-value loot.

- Economy & Audio Tuning: Introduce shop/upgrade sinks for earned money, tone down the harsh footstep SFX, and consider optimizing the project for a WebGL browser build to boost player reach.

Solid prototype foundation with massive post-jam potential! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523

Submitted

The concept of the game has a lot of potential and is quite impressive how big the playable area is.

But the main mechanic (moving and running) is lacking.  It doesn't give the player enough decision.  The only thing you can decide is to run or not, and as soon as enemies appear the decision turns into "run or die".

A little bit of more variety for the NPCs would have been nice. Maybe some could be friendly all the time, or take some time to notice that you have something valuable.

Developer

Thanks for the feedback!  And I agree so much!  It was just too big of an idea to finish in a week, I barely got a working concept done in time.  I think I will be able to make it much better in the near future.

Submitted

It was a little empty and quite to go from point A to point B 800 meters away. While it would only take a few minutes, there was nothing in between that really made it interesting. I also wish there were NPCs more distributed around the city, not just at the points where I had to drop off/pick up stuff. Something to do with the money would also be nice.

Developer

Yup,  unfortunately I aimed too high for a week and was only able to come up with an unfinished proof of concept.  I think the biggest let down is I made a change right before submission and it messed up the spawning system so the city and any distant places are empty.  

Submitted (1 edit)

the aesthetic was simple — but not too much to be described as charming — and the city was surprisingly detailed once you ran all the way there. Cool to include hills and water that behave as expected.

The footsteps were pretty harsh on the ear, but otherwise this experience could be tweaked into a solid vibe. I’d be surprised if it didn’t fit into a web build as well if you wanted a wider audience next time.

Any solo submission in a game jam that actually loads is a success. Looking forward to your next one!

Submitted

The game is very simple in pretty much every aspect, which is completely understandable — for a solo developer, this is a lot to get done in just one week. Still, I would have appreciated a bit more interesting visual style and better sound choices for footsteps and taking damage.

I really like the premise of the game, though, and I enjoyed playing it!

Developer

Thank you for trying my game and taking the time to leave feedback!  And you are totally right!   I should have kept the scope smaller and managed my time better to spend more time on visuals/audio for the game jam.  It means a lot to me that you enjoyed it, though!

Submitted

It is a very simple and unpolished game, Had fun for a couple minutes running from capsules but it doesn't have much content, narrative nor polish. A nice prototype tho for something of a deliverer simulator in a apocalypse or something.

Developer

Thank you!  Honestly, I would be shocked if you said you played it for more than a couple of minutes.  And it is nice to read that someone agrees that it could be a nice prototype.  I am going to be putting my main project on hold for a while to put a bunch more time into this and see what I can do with it.