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A jam submission

Jetstream CourierView game page

Plan your route and race against the clock in this stylised parkour delivery game.
Submitted by DanBondDev (@DanBondDev) — 5 hours, 59 minutes before the deadline
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Jetstream Courier's itch.io page

Results

CriteriaRankScore*Raw Score
Quality of Game#63.1433.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • - Nice trailer showing off the game. I like that the font matches the game font :) I found the "Directors Cut" trailer too :p - Custom exe icon - nice touch :p - UI - Really like the animated main menu showing you the environment - User interactions have sound effects! :) - Options screen is a little confusing - it's not immediately clear that "tabs" are listed on the left and parameters to be changed are on the right. - Pad support for the UI was a bit lacking - whereas mouse support is great! B (on an Xbox pad) doesn't cancel/back out of a menu :( - White text on a white background - Icons (star and "pizza") don't match the rest of the visual style as they lack a black outline - as do the in-world prompts. - Differentiate deliveries you've done - or even show the number of stays the player has earnt on it, so they don't run towards one's they've already 3 starred. Towards the end of the game, I found myself trying to remember how many stars I'd earnt on each delivery so I could try and earn the last few to finish the costume unlocks. This definitely needs reflecting somewhere - in the pause menu or on the icons in the world. I think it will drastically improve things for the completionists :) - Like that the delivery icons are always visible in the world when you're free roaming - Didn't notice a prompt to duck under the pipes, only knew to do it because I'd read the controls screen - Game - Nice ambient music and sound effects :) - Really like that when collecting a package, it shows you where the end point is BEFORE you start the delivery! Using a big beam to show the end point is a great way to make the target obvious in a sand box game :) - Not clear on the input method - the game seems to want you to use pad for the game (as that's what the controller settings show) but is controllable via keyboard. It's best to focus the player onto a single input method so they don't need to keep swapping between devices - Excellent level design! A very nice complex world to navigate - with bags of detail! Really liked how you blocked off certain routes using objects/barriers to force other routes or block "shortcuts" from other higher places. These blockages also felt legitimate and not forced for gameplay reasons - which is always a difficult balance. Excellent start/end placement for the deliveries too! You can see just enough of the map to plan a rough route to earn 1 or 2 stars, with the third only generally possible with practice and fully inspecting and planning a route - and some trial and error. I can see people spending a long time trying to perfect this! Really like that you've tried to fill out the "out of play" area with some objects too, so the game isn't just an "island" of content and is part of a full world. I understand time was a limiting factor, but perhaps a little more could've been done to fill out the out of player area you can see so it feels up to the same level as the play area. You could also hide this a little with some taller buildings, so you can't see as far :) - Visual language - A clear and lovely homage to Mirrors Edge - but it also really helps to plan out the route. Knowing the red things are what you can use to travel really help plan the route as you memorise a sequence of actions, rather than needing to remember an in-depth route. - In-game button prompts - an icon may be better than the letter of the text. When trying to go quickly on first trying the game, I didn't realise the button was different to climb a rope vs using a zip line vs climbing ledges. The colour of the icon helps call it out a bit more to the player - so they're taught "on the go" rather than needing to refer to a manual. - Really great game concept - found myself planning the routes I'd take through the map to try and get the best time! - A good array of animations! This person has the strongest forearms and wrists I've ever seen :p - Nice casual backing music. Perhaps it could change when delivering? Or when you're about to lose a start on the delivery? - I'm glad you've added some audio for earning stars - it adds to the satisfaction. Consider changing the screens to differentiate what are NEWLY earnt stars, and which ones you already had - could use icons, or even more pleasing audio sprinkles for new stars :) - Nice touch with the collectibles hidden throughout the map - it'll drive completionists wild! - Animation/free running needs to flow a little better - make it feel like the player is ALWAYS progressing and the character is going as fast as they possibly can - even if some animations are a tad longer for game balance reasons to penalise certain obstacles - hide the "seams/edges" in your tech/design from the player as much as you can :) There were quite a few times where I felt held up by pauses as the animations starting/stopping which was a little frustrating when I'm close to the time limit for a star. - Really glad to see you have player resets for those who try to escape the level! Level limits also feel legitimate and not forced too! The canals serve this purpose really well :) - Need a way to restart/cancel a delivery for the times you know you've screwed and want to start again :p
  • You definitely won me over with the obvious Mirror's Edge inspiration. The environment is very nice and fun to explore, overall a great project!
  • Super ambitious game, and a good effort too. Great art style and music. Let down a bit by the animation and the controls not being as responsive as they could be. A parkour game needs to flow as you play it. I enjoyed the time trial mechanic though, and could see that being quite addictive.
  • very well presented visually and mechanically easy to follow, just a few quality to visual language improvements to improve on. having distinctly Red == Intractable colouring is very good and suits the style of the game, but if they all require different button interacts then the ones that require different interacts should have different colour schemes E.G - X to interact - blue. A to interact - green - etc. plus some more tutorialisation of mechanics for new players, (didn't realise fall damage knocked off my bag for example).
  • This game seems to pull off some nice technical aspects, using the environment and animations to give the player feedback However, I feel this game isn't very fun to play because of the clunkiness of the movement mechanics that work in isolation but not together. bugs/feedback - The genre standard is exciting from gaining and maintaining momentum through traversal to get better times. The momentum and movement of the character seem to fluctuate wildly, the slide gives you massive speed boosts but does appear to stop inputs for ropes or jumps. Running and jumping seems sluggish and heavy whilst climbing is slow spam and the ropes seem super sonic camera wizz speed. - I like the aesthetics and the animation interactions but the fun element is lost with clunky inconsistent traversal which is a shame. - Elements are here but need polish to work together before the game will feel cohesive.

Credits
Art -
Adam Williamson
Benz Adrian Cabalce
Cade Hutchings
Christopher Wright
Callum Wilshaw
Daniel Smith
Emma Geary
George Larcombe
Luke Griffiths
Matthew Hadfield
Tim Bacagan
Tech -
Joseph Coulson
Luke Oxer
Josh Crompton
Aaron Bowler
Design -
Dan Bond
Rob Hughes
Ian Bradley
Benjamin Pollock
Orlando Ford
Animation -
Jack Cantwell
Stephen Middleton
Ciaran Procter

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