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A jam submission

Late Delivery - Tech DemoView game page

Deliver the pizza intact to a barricaded tenant while avoiding the landlord's wrath.
Submitted by GUSTAdot — 4 minutes, 29 seconds before the deadline
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Late Delivery - Tech Demo's itch.io page

Results

CriteriaRankScore*Raw Score
Best Gameplay#671.7952.375
Overall#691.7012.250
Best Theme#701.7012.250
Wild Card Award#731.6062.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What Synty asset packs were used in this submission?
Animation Locomotion
Horror Mansion - Polygon

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Comments

Submitted(+1)

Really cool idea - with more polish and a smarter AI, this has a lot of potential. Good work!

Submitted(+1)

Poor delivery robot never stood a chance)) Fun idea! The landlord was way faster than me, and I couldn't figure out where to deliver the pizza. Also managed to keep walking after Game Over) Nice concept though!

Submitted(+1)

This was fun. I got caught a few times. But I did deliver two pizzas and escaped two times! Hurrah!

The pizza delivery catcher baddie was very fast. I could totally see this being developed into different houses, layout. Important thing, the game works as is and I can see some cool potential should you develop it further. Thanks for the game!

Submitted(+1)

I liked the physics on the pizzas, nice touch.

Submitted(+1)

Definitely a good concept. You should try building it out some more after the jam, seems like it would be fun to play fully finished and polished

Developer (1 edit)

*PASTED FROM STORE PAGE*
Postmortem

This jam went sideways almost immediately. I spent close to three days building a comedic pizza-delivery-through-hazardous-environments game before realizing I'd missed the actual theme requirement. What you're playing is what got built in the roughly three days left after the rescope, stealth-carry mechanic, a patrol/chase/search AI, physics-based box stacking, two-phase delivery-and-escape objective.

Casualty list: a second floor, any real level polish, and about 4 hours I will not be getting back spent building a full settings menu with audio sliders for a game that has no audio. Priorities were had. They were the wrong ones.

That said, I learned more about Unity's Humanoid rig, IK, and NavMesh-driven AI in this one week than in a while, and walked away with a second project I'm now genuinely excited to keep building post-jam and do it justice. Worth it for that alone, even if the entry itself is rough.

Massive thanks to Synty Studios, both for creating the low-poly assets, and for allowing unfinished/prototype-tier submissions in the first place.