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A jam submission

skrzynieView game page

Chill warehouse organization game
Submitted by Tyst — 10 minutes, 41 seconds before the deadline
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skrzynie's itch.io page

Results

CriteriaRankScore*Raw Score
Technical Excellence (Design & Engineering)#583.3573.357
Aesthetic Flair (Graphics & Sound Presentation)#653.7143.714
Overall#733.3043.304
Immersion (Gameplay & Storytelling Engagement)#932.9292.929
Relevance (Creative Expression of Theme)#1063.2143.214

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Made by One or Two People

yes this was made by just me / us

All Original Content

yes everything was made during the jam

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Comments

Submitted(+1)

This game looks technically impressive and is addictive to play! I have a couple of complaints, first that the movement speed while carrying crates feels too tedious and second that I didn't understand what to do with crates except clearing the delivery area until I noticed the the orders area. Anyway good job!

Developer(+1)

I also think that a lot of numbers need tweaking, sometimes when you playtest for pretty long time you stop feeling that something is too slow or too fast, same goes for tutorial, so i think i need more playtesters next time. Thanks for playing and for a nice comment!

Submitted(+1)

Yes absolutely! Happened to me too, you get used to it while developing and can't tell if it's right.

Submitted(+2)

Great job, really enjoyed delivering them packages! Music made me feel like something was gonna come for me at any moment. -C

Developer

I see that i accidentally created horror forklift experience. Thanks for playing and your completed deliveries :3

Submitted(+1)

This one's very interesting! I think I can safely say this has been my favorite in terms of audio design & soundtrack: having periodic entries of ambient, droning synths is a great way to get around the limitation of short loops in Game Jams, especially in games where longer sessions are expected. Each track is very well composed and doesn't stick around long enough to get grating.

Control-wise, it's cumbersome, but it seemingly is intended to be something of a methodical game. Once a rhythm started to form with the flow of organizing and delivering, it became a bit faster, and the upgrades help in keeping your control feeling less and less clunky. I did feel like it was nearly impossible to ever get ahead in terms of the load zone being full. Having so many boxes spawn at once, especially before I had a handle on the controls, prevented me from ever catching up.

Aesthetic-wise, this is honestly great. It's super ominous, and I felt like it was hiding some secret from me. I could almost imagine it was going to be showing some hidden hand as to a larger setting or narrative it's trying to tell.

This is an excellent entry!

Developer(+1)

Thank you very much for insightful comment and kind words!

And you are right about deliveries, that part needs a lot of tweaking regarding time and connection to orders. And controls wise, I messed up the speed of lifting up and down (remember to multiply by Time.deltaTime Unity users) , and I think that enchances the cumbersomness of it. And I'm glad you liked the atmosphere, I would never think that I would be able to create ominous forklift simulator.
Maybe that's because the true secret is what is inside the boxes?

Submitted(+1)

Excellent! Very relaxing, Great Job!

Developer

Thank you very much :3

Submitted(+1)

This was super fun! Reminded me the great time i had driving the forklift in Shenmue :) Anwyays, great job :)

Developer

Yeah, that was the best forklift simulator, mine is missing the racing part :(( Thanks for trying it out and commenting :3

Submitted(+1)

Really nice! Liked the mechanics. Pretty clever, and forklift controls feel nice. Liked the tutorial part. Wish the map was a little bit more "organized". The graphic style is superb. Good job!

Developer(+1)

I wanted to leave as much playground for the player as possible, but i see what you might understand as messy, because map design was last, rushed part. Thanks for playing and the comment!