Thanks kindly! We’ve been discussing ways to help with the confusion to add to the game. Sound effects is on the list to add, it’ll definitely help with the immersion.
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Sound effects is a definite must! We’ve started talkin on the team about ways to fix the ui and map to make more sense. Like seeing the heroes sell you the items easier, more numbers to show changes in things as it’s happening.
We’ll think it over some more, thanks for the review and trying out the game!
Well aint that just purdy, not sure what I’m doing, but got a nice little assortment haha.
Maybe I missed a how to, but did figure out cleaning the mop by clicking the watering can, but realized it made a nice paint brush for my goreden. Couldn’t figure out how to turn the bucket bloody like in the main menu though, only figured out getting water from the pitcher plant.
The left-click vs right-click different actions were a little confuzing. I was throwing the seed packets at the goreballs for a good while before right clicking an item to equip it.
G
to drop item became pretty helpful with the item limit.
Did earn a couple thousand doing the clean up, had fun launching the spongy balls around the level.
The red flower DESTROYED my fps though, putting my computer into hyper-drive, so I didn’t really use it much.
I love a game that makes me sit there for like 5 minutes planning things out, and that knowing how the game works helps that. Like planning around the small walkways the enemies couldn’t fit in, getting them trapped and funneling ’em towards the human to help me. Its progression as a player, not the game per sey, I dig it!
It’s definitely addictive to play, played it a couple times now, I want more levels! Pretty tight controls, things work as you’d hope they’d work for a game like this. The Risk Of Rain vibes to the music fits well with the visuals; the music matches the color tone, if that makes sense? Would love if the music seamlessly shifted between the different tones when you switch character, would help the immersion.
I felt it was easier just restarting a level after either of my bots died. Could help if in some levels, you need the delivery bot to die.
A couple of the levels did feel like the 3rd character wasn’t really needed, like you added in things for the 3rd character to do, just cause? But for that BIG open area level use the small bot for mostly, having the camera just an eye in the sky felt like enough of a role because of how large the level was. I guess all I’m saying is, you don’t need to force a “single action” just to make one of the characters feel more useful in a specific level. Cause it’s a lot of switching between characters already.
If you win the “I want to play this as a full game” or not, the team should keep going on this!
I like where the game is going, its difficult yet not TOO punishing for falling, since you broke the level up into “checkpoints” in a way. Besides the flying book room, took me some time to realize I shouldn’t be in that room, but enjoyed seeing the books flying around haha.
A couple times a ledge tripped me up jumping from a moving book, then I had to redo a whole section. (The side ways book at the top of the room with the sine wave books, that final jump, I fell like 4 times trying to get up there hah)
The jumping is a little weird to get a handle on. I wonder if adding just a faint “beginning of the jump trajectory” might help the player know a little better where they are going. Like when you need to jump onto the moving books in the BIG shelf. Or how you used the lanterns on the final stretch of jumps, I knew to put my cursor above each lantern to aim correctly.
The ambiance is nice and the environment that feels magical yet not too over the top. I really wanted to see the particle explosion out of the cauldron, it crashed my game, but went to see it again anyway haha.
Great job, even with everything the team went through during the month!
Ya know how it goes, plans to add stuff to help convey ideas better, not enough time… Any heroes that survive going to battle will bring back loot they snagged. So, based on how you equip them, they’ll come back and force you to buy their items as any npc shop keep is forced to do in games, but that gives you more inventory to sell. So you need to plan how you power up your shoppers, and use the map a good bit. We do need to put more emphasis on using the map to help, that’s for sure.
Thanks kindly on the music, art, and concept! It was fun to come up with and make as a team!
Just to say, I probably played spacial delivery more than the other submissions, it’s fun. I’ll give a comment on your page!
Pretty soothing, reminds me of Everything + Abzu + Spyro the Dragon, in y2kcore with a splash of dreamcore visuals. It gives me the feeling of being an ARG/unfiction though, like that there might be something else happening in the game I don’t know about. Cause I’m getting a similar feeling to playing the MyHouse.wad doom2 level, I mean that as a good thing, even if it doesn’t sound it, I played that map like 8 times haha. Like, that there would be some dev log I could read about something weird going while the team made the game, something underlying.
The vibe of music + visuals fit well, nicely done!
Heyo, seems I’m a little late to the team picking, curious if any groups are still looking for a 3d technical artist to help out?
I’ve worked on animated films about 10 years using Maya & Houdini, then did official filters for instagram (GLSL), and vr apps for Meta in Unity after that. Been using Unity ~4 years for work doing mobile & vr/ar app dev, but no real games, this would be my first game jam.
For my usual daily job I uv, rig, fix/pack textures, make assets engine ready, write tools, and any shader dev work (GLSL & ShaderLabs), classic tech artist, but I’m unemployed at the moment, so I have some free time!
If you’re curious- https://procstack.github.io/