Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

D.E.L.L.A.View game page

*Delivery & Export Logistics Labor Automaton -- Activated
Submitted by CBBLC, Eas57 — 12 minutes, 24 seconds before the deadline
Add to collection

Play game

D.E.L.L.A.'s itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#143.9233.923
Enjoyment#463.0003.000
Overall#493.0923.092
Execution#512.9232.923
Relevance to the theme#563.0773.077
Sensory#742.5382.538

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
Along with having minimal story elements, many environments throughout the game are designed to evoke a feeling of negative space that contrasts with more detailed rooms.

Team/Developer
CBBLC (Programming & Visuals) and Eas57 (Music & Sound)

Reference info
cbblc (Discord) and eas57 (also Discord)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

Enjoyment 4/5: Actually quite enjoyed it overall!

Execution 3.5/5 rounded down: I think this game embraced minimalism to a fault. In a lot of the "outside" segments it felt like the platforms were more confusing than necessary; in a 3D game conveying the depth of objects is important. It might be because I turn into a total platforming and combat baby when I'm put into 3D, but it also felt like I fell off at least one edge I straight-up couldn't see. This is one man's opinion, but you really ought to loosen up the timing requirements a bit and make the character a little less finicky to control.

Sensory 3.5/5 rounded up: Both music and visuals are pretty, but not cohesive.

Metroidvania 5/5: I played for about 30 minutes; assuming it would have continued on the same trajectory, this feels like it meets the criteria for sure. Props for not just being like "this ability makes you jump higher."

Theme-relevance: 4.5/5 I mentioned earlier that I thought this game embraced minimalism to a fault. Accordingly, the 4.5 here is symbolic of the relative lack of minimalism in the "indoor" segments, and the clear effort towards fulfilling your own theme interpretation seems good to grade as a 5.

Play and React video below if you want it!

Submitted(+1)

Very nice game! I felt that the music and the art style does not match very well. It looks like a horror game but the music feels like a adventure game. The movement and the maps are pretty well designed, but i get lost and was not able to tell what i was looking for. Maybe make the objectives more clear will improve the general experience. Also some rooms are completly white, looks like it was intentional but i was wondering if it was a texture bug.

Submitted(+2)

Very nice game! I loved the design of the player and the enemies, especially the shooting bird guys. I really liked how they hide back in their egg when they don't have line-of-sight to you, I thought that was a neat touch. The dying and respawning animations for the player are cool, but they started feeling a bit slow after a few deaths. I think cutting out the second of delay after your character has already disintegrated would help a lot.

The environments look alright but don't really match the characters in my opinion. The world looks pretty grounded for the most part while the characters look like they belong in a more steampunk setting, though I guess time limitations were a big factor here. Many rooms feel a bit large and repetitive, making it hard to tell where you're supposed to go sometimes. On a few occasions, I felt like I was in a copy-pasted version of a room I was already in before, but with different entrances and exits. On the other hand, the handful of health pieces I was able to find were a fun little extra challenge and a nice motivation to explore.

The black-and-white segments didn't really feel like they contributed much to the game, other than making those parts harder due to not being able to see your character. I'm guessing they were an attempt to incorporate the theme, but in all honesty, the game doesn't come across as very "minimal" with those monochrome sections being so few and far between. They could have been a great stylistic choice if the whole game was done like that (and if you could see your character), or perhaps if there was a mechanic like the Subspace from Super Mario Bros. 2 where you can temporarily make the world "minimal" to solve puzzles or find secrets. However, as it stands, they were kinda just a minor annoyance.

The music is nice, although the main theme seems way too cheerful for the overall style of the game. However, I do like the change of tone with the more somber versions of the theme in the later areas, the song playing on the big bridge being by far my favorite of the ones I heard. I think the contrast between the different remixes could have been an even more effective storytelling device if the early areas were also more friendly-looking to match the happier music.

As someone who has never played many 3D platformers, the controls were decent enough to get used to. Sadly, I wasn't able to take advantage of the gamepad support, since I'm one of the weirdos who likes inverted Y-axis on the right stick, and the option wasn't available here.

It does feel like it takes a while for your character to stop, especially out of a sprint. The ledge grab is definitely a great lifesaver and very appreciated, as often it was easier to jump early and aim for the ledge, rather than try to land on the platform itself and end up overshooting. The limited turning while sprinting feels kinda overly punishing, and the whole steam mechanic (while fitting for the character) seems a bit unnecessary gameplay-wise, only serving to slow down the game by making you wait or run back and forth sometimes.

In general, it kinda felt like the solution to most puzzles was to just sprint and jump, and at times it was hard to tell if I was following the intended path or sequence breaking due to how tight some of the jumps were and how far you could go at full sprint.

Unfortunately, I wasn't able to get past the big bridge, as the gap seemed too big to make even with a full sprint into hover, and I couldn't figure out how to interact with the floating head guys. I tried left-click, right-click, bouncing off of them, but nothing seemed to work. I'm guessing there's probably something obvious that I'm missing here, and I'm open to hints and advice because the game is a lot of fun and I'm curious to see the rest!

Developer(+1)

I wrote all the music so I greatly appreciate the comments there! I wanted to have the theme of the character contrast the environment in some ways, while still letting the vibe of the environment shine through. The original idea was to have the music dynamically change, especially in the black and white areas to give that feel properly, but due to time limitations I wasn't able to compose/impliment that vision all the way. I'm glad you liked the bridge music, though! I was very proud of that track. Thank you for all of your feedback!

For the part on the bridge, using the slam ability on the floating heads gives you a height boost, and using the hover to turn lets you more easily aim at the next head. 

Submitted(+2)

I LOVED that animation right at the start. awesome stuff.

I've been building 3D platformers for a *long* time so I hope you don't mind some unsolicited feedback! Honestly for the fairly short jam turnaround you built a *ton* of content and should be super proud of what you did!

  • The player's acceleration curves feel pretty off - which seems to be a common point of feedback. I'd suggest playing various games in the genre you view as inspiration, taking recordings, and literally noting how many frames / milliseconds on average it takes the character to go from a stop to their max base speed, and then upon releasing the stick how long it takes that same character to go from max base speed to a stop. You'll find it tends to be snappier on both ends, though with a good bit of variety depending on the game. By designing your character locomotion in a way that exposes those acceleration and friction numbers you can experiment a ton by tuning those knobs until just moving your character around feels good, and you can proceed from there.
    • Bonus points if you tweak the target base speed up or down depending on whether the player is going uphill or downhill based on the normal of the ground they're standing on - helps make the character feel like they're actually reacting to their environment.
  • You've gone for the choice of making the character's facing direction lock-in upon jumping. This is a pretty big schism in the world of 3D platformers - with plenty of great games on both sides of the fence. What I will say is that games that do what DELLA does (locking the direction on a jump) tend to offer options to correct or redirect jumps at least a bit. SM64 kick, Sunshine hover nozzle, etc. They also make sure to preserve your forward speed into the jump, and I'd swear there'd be times in DELLA where I tried to drift a bit sideways and would actually *lose* forward momentum for having done so. The player's forward-backward and side-to-side aerial speed should basically be entirely separated in this case, with tunable values for how much the player can add or subtract to their forward-backward airborne speed (0 would mean like, castlevania-level committal jumps), and separately how much side-to-side drift you give them. You should also take a look at the games which allow the player to rotate in midair - this case is actually generally easier to implement (grounded and airborne cases are handled basically the same under the hood) and plenty of great games with complex movement do it too. Lots to explore here!
  • I'd want that Dash move to more instantly snap me up to a fixed "run speed" - I can appreciate the acceleration but from a dead stop it felt tough to really get into a flow. Maybe rather than a smooth acceleration simply having a base dash speed and then, if the player sustained it for X seconds, they reach a Gear 2 Dash speed? You could also do different particles / sounds / animation poses for each stage, and it could all read a bit more cleanly.
  • In general if I could give any feedback I'd say most actions in the game felt like they could be *snappier*. The player claw attack felt very tame (like a light 'nyeh' rather than a real scratch), when I hit a rotating wheel it rotates super gently and the door / platform moves slowly to its destination. All of this should be faster, more exaggerated - it'll read much better and keep the player in the flow.
  • You did great on the ledge grabbing. That's not a trivial thing and you totally nailed it. No notes.

But yeah!! 3D platformers are *so* hard and you have a really impressive showing for only a month - I hope you're able to take what you've done for this jam and build more cool stuff!

Developer(+1)

Wow, this is incredible feedback! I think you hit the nail on the head with your first two points; I've felt that grounded and aerial acceleration / deceleration has always been my Achilles' heel when it comes to making a platformer. Splitting the mid-air vectors like you mention sounds so simple in hindsight, but it had never once crossed my mind as a solution.

The lack of snappyness in the attack was definitely a product of both the jam’s time constraint and me not being the most experienced with animation (and more importantly, blending animations together). Certainly something I would have liked to circle back on had time permitted. It’s a similar story with the sprinting. We had noticed the slow startup from zero speed only after many of the level assets had already been modeled, so I was hesitant to mess with the movement much more and risk running out of time if the level design needed to be fixed to account for that sort of change.

I really appreciate these suggestions, I can see myself returning to this comment many times in the future whenever I’m starting similar projects. Thank you!

Submitted(+2)

Honestly huge props to you for even committing to a fully 3D animated character for a jam like this. That I'm even able to give specific pointed feedback shows how far along you made it in such a short time! Hugely commendable.

I'm always happy to chat about this sorta thing - feel free to hit me up on Twitter, Bsky, or Discord if you ever want to talk shop on 3D platformer design/implementation!

Submitted(+1)

Very cool atmosphere! I liked the robotic / clockwork character designs, combined with the negative space environments, felt very dreamlike. The basic movement felt okay, maybe a bit slippery? I wish I had more specific feedback on that, I'm not a 3D dev lol. But the ledge mantle was a nice addition and the abilities were neat. Good job!

Developer(+1)

Thank you! The basic movement being off definitely seems to be the overwhelming consensus, definitely something I'll work to improve in future projects.

Submitted(+1)

Really enjoyed the game! I unfortunately got stuck at one point and had to restart but I tried to muscle through. My big problem with the game is the basic movement on the ground. When you stop moving the character continues to move as if they were sliding, and the turn rotation speed is too low so it can actually trick you into walking off a ledge if you try to move too quickly. If those are there on purpose then I'd recommend displaying that in the character design. Like if they had wheels for legs then of course their turn radius would be slower and they couldn't stop on a dime. Just as an example. 
I did really like the abilities and you best believe getting the hover ability was a blessing. You have a knack for details as well! The gears slowly spinning was such a nice touch! 

Submitted(+1)

I loved the death and respawn animations as well as the sound effects they were very good the movement felt okay most of the time some how I felt like I was not controlling my character at times but its probably a skill issue lol good job

Developer(+1)

Thank you! I was very proud of those animations :)

Developer(+1)

Thanks for the feedback! All the sound effects were recorded and made by me, usually by hitting various household objects or swinging them around at high speeds :)

HostSubmitted(+2)

Lots of content! Pretty fun. The movement felt a bit weird sometimes, like I wasn't in full control. However, the height ability being based on a parry is very creative and I cheer for that. Cool game!

Developer

Thanks for playing! Out of curiosity, was the lack of control the result of any specific ability, or more so from the basic walking / turning / friction of the character?

HostSubmitted(+1)

From the basic movement! The sprint's effects were understandable (lots of speed, lesser ability to turn, that makes sense), but I feel like the basic movement's lack of control made the sprint's effects unbalanced.

Developer

Gotcha, thanks for the clarification!