Deadly Delivery by Rogue Studios
Deliver packages while dodging bullets with ever decreasing space in Deadly Delivery! Menu Controls: W: up S: down E: select Game Controls: WASD to move
update: added itch.io link

Ratings
| Overall | 36th | 4⭐ | 20🧑⚖️ |
| Fun | 36th | 4⭐ | 20🧑⚖️ |
| Innovation | 77th | 3.806⭐ | 20🧑⚖️ |
| Theme | 41th | 4.25⭐ | 20🧑⚖️ |
| Graphics | 140th | 3.806⭐ | 20🧑⚖️ |
| Audio | 193th | 3.306⭐ | 20🧑⚖️ |
| Given | 26🗳️ | 1🗨️ |
Great work!
About the game, it's very fun. Runs smoothly, has nice graphics, I'm a bit envious honestly, healthy envious ;)
If there's anything I could suggest, it could have a time-limited mode to force you to think quickly - perhaps limit time per move to 5 seconds, and give a time bonus for moving quickly?
Otherwise, well done, keep up the good work!
One thing I didn't understand at first was why I couldn't take one crate, but it was not in the red zone :).
Also I would have liked some arrow keys controls, I am not really a fan of WASD myself.
When analyzing this game it brings back that zero puntuation quote "There were so many bullets I'm not sure if I died from blood loss or suffocation". The idea of making a bullet hell turn based is quite innovative and a great way of working with the theme.
I do have a few issues however. The first is only minor but I think that on the menu the player should be able to use the horizontal directional buttons (A,D or arrow keys) to scroll through the selection. It makes so much more sense and makes navigation of the options easier. I almost didn't realise there were other options and assumed they weren't added or I needed a higher score to view them.
Another nitpick is with the boxes that spawn as obstacles. Having the obstacles be the same sprite as the collectibles is very confusing at first and bad visual design IMO. Even a slight palette swap would have helped.
The gameplay is quite clever in getting you to consider each move but whilst fun at first I personally found it got a bit tedious quite quickly. One reason for this could be lack of pressure. There's no tense music or timer to really push you and the games quite light on any juice so I never got a feeling of success or pressure. Perhaps if you're score was better enthasised and/or the milestones were presented on screen this may help somewhat. You could have a progress bar followed by some kind of rewarding announcement that you unlocked a new skin/area and even though this wouldn't change gameplay, it would make each situation more tense because what you'd lose is clearly presented, and each victory more satisfying.
I think another reason that I quickly lost interest was that there's not much strategy in this strategy game. The gameplay never evolves beyond "dodge these bullets". Whilst I'm not saying that should stop being the case, some variation in the obstacles you face would have made each more more complex and thought provoking as opposed to the same thing over again. Having different places for the boxes to appear might have also helped.
One other idea could be to add a real time turn timer as this would add pressure, though I could see how you may feels this goes against the core gameplay.
Whilst the game is solid and competently made, I feel it doesn't have enough variety to hold interest long enough for it to become at all challenging. The core gameplay is innovative and it would be cool to see it developed further.
I loveee the concept. The execution is also fantastic, the graphics are simple and fit the style, the sound effects match the graphics, and the unlockable things always gives me something to play for.
The only few minor gripes i have with the game is:
- The sprites of the immovable blocks can't look the exact same as the box you are trying to transport
- There is no way to move when you have gotten far enough to where the boxes trap all of your movement paths. The game doesn't detect this either, so there you have to kill yourself when this happens.
- There isn't any music
The biggest thing for me is this:
- There isn't a bonus for moving fast. I found it great at the beginning to move slowly, but once i got the hang of it, moving fast was a bunch of fun. However, it seems imperative to me that moving faster should yield a reward of some sort, because you are thinking faster and acting faster when you theoretically have all the time in the world to make a move.
Overall this is hands down one of the best games I've played the whole compo! Great work.
Overall 5/5, Fan 5/5, Innovation 5/5, Theme 5/5, Grampics and Audio 5/5.
The world should see it in app store or play market, I'm damn serious, there is a big chance to beat Crossy Roads.
Now to the questions:
1) If we reverse the bullets, will it be a condom commersial where millions of condoms are trying to catch a running sperm? Think about it and contact with Durex.
2) Put an additional costume of people with different skin color. Dude, it's 2018. You can't just put a privilegable white man and be cool about it.
3) Playing as a bold human is a smart move. No gender conflics.
4) In the future you can change the look in different areas.
For example:
- Shooting range
- Dart hall
- Archery field
- Road with the cars (running out of ideas)
- Other people with boxes (not yet)
- Kindergarden with wild kids
- Shoping mall (damn it's hard)
- In the middle of the war (ok that's enough)
5) Pls chck m game I'm low on reviews thank you very much sir.
6) Add loot boxes. Everybody loves them. This boxes will turn on time as normal. If you managed to survive and deliver it - get a new item, if not - please be dead sir.
Is there any link to your game library? Kinda interesting
Rather liked this one! It's not that hard to avoid the bullets once you understand how they work, but it's pretty fun and satsifying to deliver the packages. I got to 20 boxes before it was impossible because boxes blocked any possible path between red and blue. IMO at this point it should clear something to let you continue!
- Dodging the bullets in a turned based system is really cool and a lot of fun! Once you figure out how to dodge them, the game loses a lot of it's depth however. More bullet types are one option, or you could also perhaps add scoring bonuses like a speed bonus, or maybe add specific non-random designs for bullet/obstacle combos that give the player a puzzle to solve in order to deliver. Lots of potential with this idea
- There really isn't an incentive to play the other maps beyond it being a different map. It's much harder to deliver on those, yet you get the same points. Perhaps boost the points for the more difficult deliveries somehow?
- The RNG can screw you over if it blocks off all paths with boxes, which is a little disappointing for scoring but really not too much of an issue
Overall, well done I had fun unlocking everything :)