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Shift+Logistics's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1601 | 3.203 | 3.333 |
| Audio | #1755 | 3.363 | 3.500 |
| Artwork | #1820 | 3.763 | 3.917 |
| Creativity | #2193 | 3.763 | 3.917 |
| Enjoyment | #3700 | 3.122 | 3.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game relies on a deadline for the player to save a company before bankrupcy
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Comments
Once I got down the "Shortcuts" it was a very fun game! Took me a while though to understand how to play.
This is a really nice, clean game! I loved the art. The gameplay got me way to stressed out lol. Did find the audio kinda annoying, I think something got bugged or my headphones broke. Overall great job!
We would also love to hear your feedback on our game! :)
Despite being incredibly stressful, I really enjoyed playing! It feels like needing to master keyboard shortcuts in a software program but with a constant timer.
It felt super satisfying once I got into a proper groove after the first few rounds. Then towards the end I totally lost my flow and failed spectacularly. I found I was constantly stressed towards the end which was in line with the narrative. Really well done!
Thank you for playing!
I will work on making the flow last longer for sure
This game is really well thought. I imagine there is more too see, but my skill issue didn't let me see the whole thing. The shortcut usage just works and I believe you could just see the order and do everything else with your eyes closed. Just one detail for the items: to make them more intuitive to learn which item is which letter, I would put the items in an alphabetical order: Bed, Carpet, Lamp, Table. Same goes for the tech. But it's just a detail that would help my brain to remember the shortcuts better.
The difficulty ramps up really fast, just maybe too fast? The player does not seem to learn fast enough to feel the full reward that comes from finishing levels, because at some point the loss is inevitable. For a game jam game I imagine it might be make in purpose, but if you inspire yourself with games like Papers Please, even a not very skilled player can play through the game, maybe just not perfectly.
Visually, the game is pleasant to look at, but I wouldn't call the UI intuitive. Maybe it was because I was in a rush, don't know. It's just the positioning or perhaps lack of highlights of the most important stuff? Maybe icons would help to make it faster to read?
Mind you that the things I'm pointing out are details, I really liked the game itself. It's very original (at least I don't know any game that operates on just shortcuts). Very good job! I might try it again to see if I can go further this time.
Thank you so much for your feedback!
You are all right about the things you are pointing out, we are planning to make a better version after the jam and hopefully touch on all these points.
Thank you for this thorough feedback, great points!
The graphic design is really impressive.
The controls take a lot of time getting used to. To maybe fix this, I think you shouldn’t be able to fail a package, because my first few deliveries were totally wrong and by the time I realized how the game works and how to control it there were a lot of extra rules and the time was short.
But overall, after a while I started really enjoying it!
(Also you basically made Emacs: The Game if you know what that is lol)
This game takes all your mental capacity to complete! Ever expanding ruleset combined with the keyboard shortcut controls makes my head spin, but in a good way. I played it twice, but still ended up in bankruptcy. Really cool idea and execution!
Glad you liked it!
I love the concept here! The art is super clean, too, really fits the modern delivery app aesthetic. I think all it needs is some better balancing for this to be turned into a full game. Although one idea is to maybe add to the time management aspect by forcing the player to multitask. For example, maybe the price checker takes 10 seconds to check the price and in the meantime the player can start working on another package. One bug I noticed (at least in the browser version) is that, even if an item isn't visible, the player can still pick it up by using the right keyboard shortcut.
Thank you so much!
Yes multitasking was one of our early ideas but we thought it might be simpler this way, trying to learn the shortcuts is challenging enough.
And yes we noticed that bug after the deadline unfortunately ):
This game was tricky. I love the idea of a game built around keyboard shortcuts (because I really like keyboard shortcuts), but I found these ones hard to memorise generally and I didn't have enough time to memorise them in. The building up rules over time was interesting, but half the rules didn't matter (I almost always had Medium packages, never Small ones, for example, or never encountering a Heavy package), and the fact that some of the rules disappeared as the game went on felt odd to me and I think was a missed opportunity. And with the rules in the order stamp then wrap for fragile objects, it took me a couple of parcels to realise that I really should be doing that the other way around, but that one's on me I think 🤦
I sound like I'm being really harsh but I actually really liked this concept and had a great time playing it! I think it has a lot of potential to be even better and I'd actually really like to see this polished up after the jam, so giving lots of feedback.
Thank you so much!
You are right about some rules not mattering much, unfortunately i didn't have enough time to balance out the numbers and the rules.
It is also hard to make shortcuts that are easy to memorize when there are a lot of names that start with the same letter and also the pacing of the game makes it harder to memorize i agree.
Really glad you liked it!