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No Time To Mourn's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #3 | 3.722 | 3.722 |
| Overall | #12 | 3.042 | 3.042 |
| Audio Design | #12 | 3.111 | 3.111 |
| How well the theme was used | #15 | 3.111 | 3.111 |
| Narrative | #25 | 2.222 | 2.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs did you use in your submission?
Hearse, Zombies, City, City Characters, Horror Mansion, Gang Warfare, Construction, Nightclubs, Shops, Base Locomotion.
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Comments
This game cracked me up! I loved the combination of delivery and vehicular manslaughter. It's every pizza driver's fantasy. The controls were a little tough to get a hold of and I found myself spinning out for no apparent reason, but that just added to the hilarity. Awesome work!
Really enjoyable. I would have really liked a more arcadey feel to the driving, snappier acceleration and braking for example. But the concept was great and the execution well done. Great job!
Really fun, congratulations! Reaches a degree of "I can't put it down" that you rarely see in jam submissions. And it's a game that many of us have been waiting for, because it is a good use of the Hearse asset, finally! Some nice details, too, like that the coffins are put and picked up by people. Just remind me never to move to that city - death rate seems higher than in Cabot Cove.
Thanks for playing, I appreciate your comment. The hearse asset was the inspiration for the entire game idea. :)
I rated this game really well. To be honest, there are tons of places to improve like the hit colliders from the coffins could be more forgiving (remember, these game jams should be about the player just going ham and feeling like an awesome player) yet the overall theme for the game jam was spot on, audio was unique with the splatter making the game more immersive and the originality was perfect! Nicely done.
Thanks for playing. In hindsight I'm not sure why I didn't think of giving Coffins a rigid body and letting the player push them around rather than crashing into them. My initial implementation had a short collider to allow you to use coffins as ramps and jump over them, however it broke the core mechanic of picking them up by drifting past them. Another example of why playtesting and iterative design are so important. Thanks for your comment.
Interesting concept, needs a bit more polish but good starting point. Good job!
Good idea, but I will be honest, the car handles very badly. ;)
Yeah, it's not easy making a car handle that badly. I wanted to make it as easy as possible to drift past the coffins to pick up multiple at a time. Just once during playtesting I managed to pick up all 4 coffins in a single skid... so very satisfying. Thanks for playing.
That was fun, really good job, the driving feels good, hopefully I can see more levels in the future :D