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Drift Delivery

The delivery game where you can only drift. · By JackRoper

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A topic by JackRoper created Mar 31, 2020 Views: 227 Replies: 5
Viewing posts 1 to 6
Developer

Please post your thoughts/suggestions here and thank you for playing :D

So in the tutorial, if you could make the text correspond with the colour of the objective, i.e purple text purple objective.

with the first attempt of the game the first pick up I collided with sent me flying infinately into the sky. 

Second attempt was great up until I realised the issue the giant log pick up makes everything go spooney and explosive haha, I just few up when I collected it and immediately collided with something. I like the new areas and buildings, maybe some ramps or something to go up to encourage flying into breakable stuff.

I enjoy it most when I get to drive through things, cause a little mayhem.

Hey Jack! I'm an LCC graduate from last year. : )
First of all - I am genuinely really impressed with how well the game plays. The Game Feel is super on point, and the drifting feels natural. Thumbs up for ultra-simple controls. The camera works great too - very natural and didn't get in the way even once, which is so rare for games like this. Just really fun to play.

I do have a few things for you to think about, though. 
As said, I really like what you have done with the game feel, but I think a few things could be added to really take it over the top. I would love a bit of screen shake, when you are all the way side-ways, or when you hit the destructibles. Maybe some added particle effects and dust too, to just really give the collisions that sense of oompf! I agree that this is probably the one biggest selling point of the game, so I would love to see it taken way over the top!

The one thing I was missing the most was audio.  Tire-screeching and beefy destruction-sounds would bring the fun up a TON, I think. That being said, I respect that LCC leaves you very pressed for time, so I understand if this is pretty low on the to-do list. : )

In terms of the UI - I would probably swap the text of the "Fuel Zone" for an icon that's quick and easy to recognise - especially in movement.

Once again, these are all just observations and suggestions. I genuinely enjoyed playing your demo, and I'll be keeping an eye out for an updated version. : )

// Amalie.

Hey Jack, I just finished playing Drift Delivery V0.4 and what an improvement from the first version! I wasn't aware that F6 restrarts the levels when playing the game and I only saw it one your itch page after playing, so it would be nice to have an options menu pop up during each scene which allows for restarting level, options, quit, etc.  This came to my attention when in the the tutorial, as when I went to refuel my bar wasn't going up so I was unable to go back to the main menu.

The overall game is for sure giving me a Simpsons Hit & Run feel and I love it, especially with the arrow popping up when a package is picked up and the amount of interactable items with in the map. With that in mind, I'd love to have the arrow on for longer as sometimes it disappeared before I was able to flip back around, aslso if you had the drop off and pick up areas be much taller as it was challenging trying to figure out where to go, especially when driving in between buildings.

I had such a blast playing this build, to the point where I kept playing after hitting the 1000 mark, it was fun seeing all the skid marks the tires made throughout the game, especially when I've crahsed and leave trails in the air.  The overall aesthetic is also very enjoyable to look at, so if anything it was difficult to get bored of this game. I'd love to see some more destructable items and potentially npcs walking around, but I understand if that might be a bit too synical xD

Great job Jack, keep up the good work!

Just had a play of Version 0.7, and I thought I'd leave some feedback as I hadn't yet played

First off, I really enjoyed this game, the mechanic is very polished and I didnt have any bugs during my playthrough!

- I really love interactive start menus so I was super impressed by starting the game like that

- The mechanic works really well, and was easy to understand, and I had a great time just driving around.

- I wasn't too sure how the day system worked, when the day ended or how the 'partial delivery' worked, bit I figured it out soon enough, perhaps a small explanation would help

- The arrow was a good addition, but it wasn't there most of the time, however it wasn't hard to explore and find my own way around eventually

- Tutorial was well explained and thought out

Really like where this project is at, and await more!
Feedback for Drift Delivery V0.7:

First of all - I just wanted to say, this game is brilliant. I thoroughly enjoyed playing it. Yet another amazing mechanic, its start to become the norm from your games.

I'm going to break it into two parts,  what I enjoyed and what I would improve upon.  I'll also attach a video of my gameplay, I recommend not downloading it because its quite a big file and instead streaming it in browser. 

What I enjoyed:  
  • The mechanic. It was great. I start off terrible, finished slightly less terrible. Which is okay, because I could feel myself getting better (which is the important part).
  • The tutorial. Very clear, objectives were also very well highlighted.
  • The CAKE. Beautiful, the soft body physics, the falling apart. Brilliant piece of conflict to prevent the player drifting as hard as they can with precious cargo. (Even though I dropped mine immediately).
  • Being towed out of water. Oddly satisfying?
  • The attention to detail, running out fuel, towing, etc made it all feel like a well thought out game. 
  • Loved the progression as the days go by, bridge being built and the map being expanded. Show the player in a smaller area and then give them more and more to do. Brilliant.
  • The downhill intro road, great for warming up and getting into it. 
  • Interactive start menu was very nice. 
What I would improve upon: 
  • The tutorial test blended with the shadow too much making it hard to read. I eventually just went with the visual aids not the UI. 
  • I'd make the timer for the days going by count down and not up - I didn't know if that the days ended at first. By the third day I could tell slightly by the lighting. 
  • The payout for missions could be slightly higher, I was spending more on fuel than I was making. (I'm also just not good at the game).
  • The edges of the bridge didn't have colliders. 

Link to my gameplay: 

https://www.dropbox.com/s/fn71i2uf7dglihu/2020-06-03%2016-26-57.mov?dl=0