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Magic delivery's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #4 | n/a | n/a |
Gameplay | #4 | 3.381 | 4.000 |
Fun Factor | #5 | 3.043 | 3.600 |
Audio | #6 | 2.874 | 3.400 |
Visuals | #6 | 3.043 | 3.600 |
Prompt Utilization | #9 | 2.028 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you incorporate the prompts?
We chose "Magic" but we didn't want to use the "magic" theme in a classical way (like wizards, spells, etc.) but rather in a more original way.
You will have to test artifacts and learn what they do.
Sometime they are beneficial, sometimes they are not.
One other theme was possible to choose: "roguelike". It was optional, our game is not really a roguelike game but we wanted to add some random elements to the game and let the player retry to learn how to play.
How do you feel about the game you made?
Some things are not perfect but we are proud of it. We only developed in 48h and almost all resources are new (except fonts).
One developer just joined the party and was new to Godot and game dev so it's really cool :) !
What can we improve for the next jam?
Create a more detailed diagram of the project. We forgot some popup to give feedbacks to the player so we did it quick... to be able to implement them.
One participant is not a dev, maybe to create more build to let her test earlier.
Also to create some scripts to debug more quick(I have some ideas in mind) !
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Comments
I really like how big the world is and its kind of cool to go from point a to point b. I wish there were more elements of danger in the world but really cool!
We publicly apologize for the Gravity Orb. Too many delivery bears have been lost because of this kind of artifact. A hazard bonus will probably be implemented in a new post-jam version 😬 (with some anti soft-lock features). (Echap key can help you for this gamejam release version)
I enjoyed the project! I liked that it took place in a persistent environment which made successive deliveries both easier because it gave me an opportunity to learn the terrain, but also more interesting because I was able to traverse the same terrain with an effect active that I didn’t have previously. Only issue I ran into were some deliveries involving the Gravity Orb, it felt like there were situations where I was able to soft-lock myself by “falling” all the way to the top. Overall really charming and fun project!
Thanks for playing. The idea of procedural generation was discussed, but it wasn’t chosen to help players learn the map. Additionally, artifacts and their collisions make map creation super difficult… I’m glad to see that our choices were the right ones. Thanks for delivering 😇 and sorry for the orb.
Deceptively deep game, was really surprised at how much you've managed to cram into this one since it looked so simple on first glance.
I loved how creatively your deliveries alter difficulties by making your hitbox bigger and by messing with the game rules (even though any delivery featuring the gravity orb is a nightmare). Your movement is on-point, graphics are charming, music is agreable.
The level design can be pretty chaotic at time however and I don't know if every delivery is at all possible. Having a way to open the map would be a huge help, especially when dealing with the aforementioned gravity orb.
Really solide entry overall, really liked it.
Thank you for this excellent feedback. Not all paths are possible due to the orb… This artifact has led us to communicate publicly following the loss of many delivery bears.
Thank you for delivering!