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A jam submission

Spacial DeliveryView game page

The space station is under attack! But packages still need to be delivered on time.
Submitted by jlothamer, SirShrugsalot13, Smithy Games (@SmithyGames_Dev), BrokenHand — 4 hours, 36 minutes before the deadline
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Spacial Delivery's itch.io page

Results

CriteriaRankScore*Raw Score
Best Use of the Theme for Gameplay#13.6963.696
Most Appealing Art / Visuals#24.0874.087
Most Appealing Sound Design / Music#24.2174.217
Best Use of the Theme for Story/World/Character#23.6523.652
The "I Want to Play This as a Full Game" Award#33.4783.478

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Really solid concept & use of theme, the level design was great in that it forced you to think of how each robot worked the best. Kiting the aliens into a section and shutting the door on them made me feel smart :) The most difficult thing I found was trying to switch to the camera quickly to shut a door while I was being chased, especially if it was way far away, but overall I liked that it was difficult.

Developer

Yes, we tried to make the robots and the AI have very different roles and uses. Glad it sounds like the gameplay was satisfying!

We have an input for toggling back and forth from the AI view and most recent robot. By default this is mapped to the spacebar and the XBox Y button, but is remappable. We regret that we did not make this option clear.

Thanks for your feedback!

Submitted

To me, the second level was too hard and very frustrating.  Great game idea, tho.  Awesome art and music.

Developer(+1)

Sorry you had issues with the difficulty. We’re working on that in our post jam update.

Something we should have mentioned before is that you can get access to all levels right from the beginning so you can skip a level if you want.

To access all levels: Click the title 10 times in under 10 seconds. You’ll hear a chime and the Levels menu option will appear (if it wasn’t there already). Go to the Levels menu and you can start any of the 10 current levels.

Thanks for your feedback!

Submitted (3 edits)

Using the little guy as bait to track the aliens was surprisingly fun. At first I was a bit annoyed by having to use the remote camera view to open and close doors, but once the time slow-down properly "clicked" with me, it had its own charm tbh.
If I had to critique anything, it would be that switching between the different views can feel a bit clunky. Some way to switch between them in a way that doesn't change depending on which character you currently have selected (like binding each view to a number-key on top of the tab-switching) might have helped that feeling I think.
The level where the pipes are first introduced also had a hole that the bigger robot couldn't jump out of. I don't mind it in principle since restarting the levelis easy, and by that point you should have a good enough grasp of the characters' limitations to know that jumping into that hole would be a failure condition. Just a bit annoying to have that realization at the end of the level haha.

Also I just have to mention how cute the repair animations are. I almost started looking forward to my robots breaking just so that I could see the two being cute together lmao. Great job with that.

Developer(+1)

Thanks for the great feedback! I had not thought of the switching mechanic to be an issue, but now that you mention it, I can see what you are saying. Adding some keys to switch to specific ones (like the number keys - but they would be re-mappable) is a great idea and one we’ll definitely do. I think we’ll need to come up with something for players that want or have to use a game pad if we can.

We also agree that a robot should never get stuck like you experienced on level 5 and we’ll be correcting that in a post jam update. Thanks for letting us know! Though obvious when we look at it, when one has looked at something for so long, it’s hard to spot things like this.

I’ll be sure to pass along your praise of the repair animation to our artist! He’ll be stoked!

Thanks again!

Submitted

This entry is excellent. The platforming feels great and distinct between the two characters, the sound effects fit, it even supports a controller!

Once I learned that the challenge was managing these monsters and not going full stealth it clicked, and the vacuum tunnels in later levels helped a lot! I’m really impressed with this one, nice work.

Some of the levels were a bit tense, the upbeat music was nice but felt like it could’ve faded out (or something) a little while enemies were nearby. And I think it might be easier if the camera had a full-screen view somehow so you could get a quick glance at enemy positions. Two levels to go, hopefully this newly-discovered slow-mo mode for the camera will help!

Developer

We’re glad you like it! We had fun making it. And personally I love how the tunnels turned out. BTW, you can switch directions mid-tunnel. If we had time to put in more tutorial, that would have been made clear. Anyway, just move in the opposite direction of travel (with joystick or keys).

It’s an interesting idea to fade out the music a bit when enemies are near. We’ll add it to our list of things to consider. Someone else mentioned the need for a mini-map, which is something we’ll also consider but may put some sort of twist to it. We’ll see.

Thanks for the feedback!

Cool idea and well executed, it's actually pretty fleshed out for a jam game! The music changing when you toggle between robot/AI tickled me in just the right way, great detail!

Developer

Thanks! Glad you liked it and I’ll let the composer know!

Submitted(+1)

I really liked this game - It was challenging and tense in both atmosphere and gameplay.

I love that you had a team with diverse skills and everyone seemed to contribute in a meaningful way. The characters are fun, the game feels nice, the design is engaging, and the music really ties together the whole aesthetic. Great work overall!

Developer

We’re glad you liked it! Yes, everyone contributed ideas and of course their special skills. Collaboration really does make a better game! Not that there was any doubt about that.

Submitted (2 edits) (+2)

I love a game that makes me sit there for like 5 minutes planning things out, and that knowing how the game works helps that. Like planning around the small walkways the enemies couldn’t fit in, getting them trapped and funneling ’em towards the human to help me. Its progression as a player, not the game per sey, I dig it!

It’s definitely addictive to play, played it a couple times now, I want more levels! Pretty tight controls, things work as you’d hope they’d work for a game like this. The Risk Of Rain vibes to the music fits well with the visuals; the music matches the color tone, if that makes sense? Would love if the music seamlessly shifted between the different tones when you switch character, would help the immersion.

I felt it was easier just restarting a level after either of my bots died. Could help if in some levels, you need the delivery bot to die.

A couple of the levels did feel like the 3rd character wasn’t really needed, like you added in things for the 3rd character to do, just cause? But for that BIG open area level use the small bot for mostly, having the camera just an eye in the sky felt like enough of a role because of how large the level was. I guess all I’m saying is, you don’t need to force a “single action” just to make one of the characters feel more useful in a specific level. Cause it’s a lot of switching between characters already.

If you win the “I want to play this as a full game” or not, the team should keep going on this!

Developer(+1)

Wow! Thanks so much for the compliments and thoughtful feedback!

It’s nice to here you want more levels! Because we have a few mechanics that didn’t get used and I personally would like to see them in the game.

We actually intended for the music to seamlessly shift between to tracks as you went from the AI view to a robot. We’ll have to look into what could be the issue. After working on it so intently for so long I think we all got used to it as it is. Thanks for letting us know.

And you’ve given us some good feedback on our design. Maybe not always include all the robot types? Or figure out some other incentive not to simply restart but use the other robot instead? Hmmm. Maybe not. We’ll keep thinking about it.

Thanks!

Submitted(+2)

This is a wonderful submission, and I really liked the way it made me think. Great potential for some head scratching puzzles if you were to continue with this idea. The sound design was great, and I loved the little robots animations. The way you went about the theme is cool too. you definitely aren't the main character, since you control three different entities, and I thought that was quite clever. Great job to the whole team. awesome submission.  

Developer(+1)

Oh my! I don’t know if we had thought about that angle with the theme! Thanks! Mind if we use it :)

The robot animations are great, aren’t they. Our artist did a great job. And I’m glad you liked the sound design too!

Submitted (3 edits) (+2)

Nice job - I can tell a lot of time and thought was put into every aspect of the game. The art works well with the design, and the music creates a great vibe.

It is quite hard, and I initially got stuck early on (level 3 I think?), I think because it just seemed kind of twitchy and difficult. I came back for another try and got better at dodging the aliens and switching quickly to the AI to close doors, and was able to progress.

There's an inherent tension between the platforming (alien-dodging) aspects and the puzzle-like aspects. Something I realize I can proceed in a very "safe" puzzle-like way (lure alien here, get thing here, let alien return back to his home area, etc..), and other times I feel like "I need to do this platforming section perfectly or I die and restart the level". But this is a balance that's really hard to get right and I think it's done pretty well.

Anyway, great job - I'm impressed by the polish, the amount of content, and the thoughtful design.

Developer

Thanks for the great feedback!

Yes, we realized re-balancing is something that needs done for this game. And after the jam, we’ll probably be doing just that.

Honestly, if we do all the feedback we’re getting, our little game will really improve. Thanks again!

Developer

Thanks for the feedback! We did work hard as a team. We’re glad it paid off!

Yes, I think other’s have gotten stuck on that level. But, if you have time, could you elaborate on what you meant by twitchy and difficult? Where the controls unresponsive? Or perhaps too responsive?

Thanks!

Submitted (3 edits)

A cool interpretation on the theme.
The aesthetic is charming and overall the art looks very cohesive.
The tutorial is very helpful to the player to get immersive quick and knowing what to do.

My two cents, please take it with a grain of salt.... in further levels where it gets big, it can be off-putting not knowing where the packages and drop-zones are. Since the premise of the game is a delivery service, I feel the player should be able to to tell where things are in one glance (like a mini-map telling what is where). So the player can focus on strategizing which route to go first or which action to take first, not exploring the map. Delivery service shouldn't explore places, they should deliver things efficiently.
Edit: on further play, I discovered that you can zoom-out to locate things quicker. This did alleviate the frustrations I had. I still do wish to see how the game feel if we start each level with a zoom-out screen with the package and drop-zone locations.

All being said, this is a very solid submission!

Developer (1 edit) (+1)

Thanks so much for this feedback! Yes! You are right about the visibility of the packages and drop locations. We could do a mini-map pretty easily, but I think if we made everything stand out more when you zoomed out, that would be good - or maybe good too.

Thanks again for the great feedback!

Submitted(+1)

Logistics Bots, represent!

This is a gem! Solid experience all around. The aliens are a bit relentless, but it added a nice tension. Some sort of indicator of their line of sight might help them feel more manageable, but no notes otherwise. Great work!

Developer

Thanks for the feedback! Yes, the aliens are pretty tough. I like the idea of a line of sight indicator of some sort. We’ll put that on our “after the jam” to-do list! Thanks!

Submitted

I thought the same thing. It made me smile when I played it.