So, I had to create an Itch.io account just to comment on this game.
I loved this game. I wish there was a full version with a longer primary game mode (something like a 12-week run, where each week has its own challenges, such as the first week being pay off your debt, week two being to generate a certain amount of profit, etc.) where you can get permanent upgrades and more gameplay elements are introduced (i.e. - a second map with new routes, larger stamps for heavier packages, etc.).
Compliments:
- Gorgeous art and gameplay cohesion. Looks like it's modelled off of Papers, Please! which has a very similar gameplay loop, but this one feels much more cozy (rather than choosing whether or not to feed my family or give grandma medication by accepting bribes at the border, I can instead simply worry about whether or not I over- or under-charged someone for shipping a parcel). Music could use a bit of variation, but I understand this was made in a short time and is being developed to something longer/larger.
- The gameplay loop is very satisfying. All of the necessary information is right there in front of the player, needing no more than a simple turn of the page (for the more-detailed routes info or the extra surcharge info) to see everything.
- The 'booster pack' aspect of getting more stamps is quite fun, as they can be randomized and you never know if you'll get what you need for the day. Keeps up the randomization.
- This seems like the perfect game for a rogue-like-'esque' style of gameplay, where the primary game only need to last a certain number of days/weeks (such as 4, 8, or 12 weeks, like a summer job), then you reach the end, and can start over again.
Critique/Suggestions (Priority):
- (High) Someone already mentioned colorblind mode, and I think this would be a great addition to the game (by adding symbols/crests to particular routes). I'm not colorblind, but even I found that certain colors were very close to one another (in particular, blue and purple routes), and being able to see a symbol/crest for each route and the same symbol/crest on the shipping panels would make it much easier to feel comfort that I'm sending the package on the correct route.
- (Medium) One significant frustration I had the longer that I played the game involved the lack of adequate desk space. While games like this want the player to find a layout that works best for them, it became cumbersome to have to sort the stamps (onto the desk) every day, retrieve the 75-cent from beneath the scale every day, try and manage any extra packages by finding a spot to pile them on the desk, etc. I think there are a few modifications that would make this immensely easier on the player:
| • Create sorting trays/drawers for the stamps in the black-space area beneath the shipping drop-down menu in the top-middle/top-right, just above the desk. These could be improvements bought from the shop or something the player starts with, but being able to click-and-drop each stamp into its appropriate tray (depending on its denomination) would free up clutter on the desk and make it easier to apply the stamps to packages. Plus, organizing is satisfying! |
| • Once the 75-cent stamp has been found, simply include it in the Starting Pack of stamps the player receives every day (and maybe add it to roster of possible stamps the player can buy from the Booster Packs? Or that could be a reward for beating the first week or something). |
| • Perhaps consider introducing a 'Lock' button for the player that adheres elements to the desk (in particular, the 'Route Map', the 'Player Book/Manual/Price List' book, and the 'Scale'). Being able to press 'L' (or some other key bind) to 'lock' things to the desk would make it much easier to move stamps and packages around. One frustration I kept running into was trying to pick up a particular package from my pile of packages and accidentally picking up the map, which 'dropped' all of my packages beneath the map, so I now had to move the map out of the way to access them and rearrange everything. If I could just press 'L' to lock the map down (thereby popping all of my packages to the top of the map), it would alleviate a lot of frustration. |
- (Medium) Is there something that can be done about all of the packages that might end up on the desk? Perhaps the player can purchase a 'Storage' upgrade that adds a slide-out drawer/bin that stores a certain number of overflow packages (that could even be upgraded further in the shop)? This would remove some of the clutter and make it easier to store packages that can't be sent out on the current day. Additionally, a rule could be added from the company that charges the player money if they fail to send packages out within a certain amount of time (maybe 3 days or 7 days).
- (Low) Perhaps the game could have multiple different modes of difficulty (Easy, Normal, Hard, Expert, etc.), as I found the goal of simply paying off the $25 loan way too simple, but I understand the game was made in only 72 hours without a real 'end goal' in mind, so that makes sense. Not a big deal, as I'm sure the expanded game will have more significant goals/milestones.
- (Low) On that note, personal opinion, but I don't think the player should be allowed to 'reject' a package. We are, after all, a company designed to send out everyone's packages. If we don't have the correct stamps available or the available space for shipping we should be required to keep the package until we send it out (and suffer a penalty if the package is not sent out within X days or insufficient storage is available).
- (Low) An unnecessary addition, but I think a cool little feature would be if the player could 'stamp' packages with a highlighter or particular color. For example, if I'm accepting a package that can currently go on today's red or green route, it'd be nice if I could quickly apply a dot of red and green to that package to help me remember which routes it can go out on today. Could even be an optional upgrade.
- (Low) While I enjoyed the flexibility of the shop, it almost felt a little too easy being able to i) get a bunch of extra customers, ii) buy more stamps, iii) purchase 1 additional route, and iv) purchase 2 more additional routes, allowing me to essentially send out a lot more packages and make a lot more money. Basically, you'd be a fool not to buy all of these things from the shop every single day. If the game is designed in gameplay loops of, say, 7 days at a time, then maybe these things have base costs that increase by $X dollars every time they are used? This way, you could also allow the player to always see the 'Forecast' for the next day's route (as I think it's unnecessary to hide that from the player--this allows them to always plan ahead during the current day's packages).
- (Low) Maybe there should always be a minimum number of routes (i.e. - always 2 beyond the first day, maybe always 3 later in the week?). Or maybe a neat gameplay mechanic would be the player being told restrictions at the start, such as 'the Yellow route will only be available on Friday this week,' or 'the Green route will only run on Monday/Thursday this week,' or 'no shipments will be made to E. Zed until Saturday/Day 7' for storing/rejecting packages?
- (Low) Would love it if there were small aesthetic/decorative awards/milestones for completing portions of the game, such as getting to choose a new picture for different denominations of stamps for completing X number of days/weeks.
- (Low) To keep up replayability, I think it might be a good idea to randomize or occasionally change the prices (maybe even weekly, i.e. - every 7 days during a run) to keep the player on their toes. This could even involve changing/adding surcharges to certain weight limits (even those already in the rulebook). Maybe even later on in longer runs, certain modes of transportation could also cost more money (i.e. - boat vs train/locomotive). Could also introduce a 'quick shipping' option that can be used with a special stamp where the package will be sent via courier (plane) without needing to be placed onto a mode of shipping.
- (Low) Finally, just a consideration: I found it a little frustrating that I would 'lose' any remaining stamps I had at the end of the day. I guess this might be a balancing mechanic so the player simply doesn't have too many stamps, but I think the loop of simply applying the correct stamps (and having them on-hand and available) is much more satisfying than the risk of not having the necessary stamps to add to packages. Plus, it rewards the player for being smart with their stamp usage. Maybe this could be counter-balanced by charging the player for every stamp they keep (say, $0.50) or maybe for the number of stamps they keep (0 stamps = $0.00 charge; 1-3 stamps = $1.00 charge, 4-6 stamps = $2.00 charge, etc.)? Could also be an upgrade. Just a thought.
Anyway, most of these suggestions are simply wishful thinking by me. I understand that adding/changing anything in development is a time-consuming process and some/most of these might not even be feasible, but I wanted to add some considerations, just in case!
Can't wait to see the final version of this game. It can easily overtake Papers, Please! in that area of gameplay provided it offers enough replayability and mission variety. The addition of upgrades, Booster Pack variety/randomness, and weekly goals/missions would be enough, I think. Especially if beating the game unlocked harder modes that increased the amount of debt you had to pay off or amount of profit/packages you had to successfully achieve/send.
Excellent job!