Deliver Them From Sin by ugly_robot
With a demonic roar behind you, you leap through the window, clutching a swaddled infant. Somebody has to deliver these kids - and fast!
A fast paced, physics-ish side-scrolling platformer where you will bash through crates, tumble out of windows, all with the great Taurus breathing down your neck.
Can you dash over all the rooftops, and save those innocent souls?

As always, the game is rushed and ugly - but I'm proud of what I learned, and how quickly I was able to get everything slapped together!
Here are some tips! I don't think these are required to win, but it may help: * When your character is in the air, they become gray, and can't again. However - notice when you break a box, you become white, and get your jump back! * You can interrupt your slide or punch by jumping. With fast enough reflexes, you can even break through a window, and jump just as it shatteres! * Normally, when punching/diving, you have to see it though. But! If you have your jump, you can interrupt it, then chain it into a dive! * You take a while to get up to speed - unless you punch/dash to accelerate fast!
Thanks to:
Unity
Blender
www.beepbox.co
voicechanger.io
mp3cut.net
sfxr.me
ldjam.com
BEC & ESV
All else solo (9p-12p fri, 6a-10p sat, 6a-2p sun)
Thanks!
| Link | https://github.com/necarlson97/deliver-them-from-sin |
| Link | https://ugly-robot.itch.io/deliver-them-from-sin |
| Original URL | https://ldjam.com/events/ludum-dare/53/deliver-them-from-sin |
Ratings
| Given | 0🗳️ | 0🗨️ |
@fersyvanderzee Thanks! Glad you were able to finish - well done!
@klasw Thank you! This jam I tried something new - step #1 on Friday night was to choose a color palette, even before I really knew what the game was. I didn't always stick to it, but it feels like an easy 'hack' to make the game feel a bit more wholistic and polished - without any real work. Glad someone noticed!
@lillatorp Thank you so much! Not to long ago, I got a manga called 'Blame!' that focus around an unending brutalist city - the origins of which the inhabitants have long forgotten. My game doesn't really "look" like the world of 'Blame!' at all - but maybe it has a hint of the same flavor. I didn't realize this until I read your comment! So thank you for that :D
(Of course, the 'real reason' the buildings look the way they do - is that 2d boxes are easy! Haha - but I'm glad it has a bit of emotionality.)
I had some issues at first due to the fact that i'm used to jump with space but that's totaly on my side 😉
loved the animation and the fact that it's speed is driven by your own speed, nice touch
also liked the option directly integrated in the game
Nice work 👍
@manmantas yeah I struggled with having the camera pull back far enough to see what was coming up, but not so much you lose 'precision' on where your character was. I think you are right, though - I left it a bit too pushed in, or I should have re-balanced the jumps and whatnot after to accommodate. Good lessons for next jam! Thank you again for playing and your kindly worded feedback!
@nicso and @jimmybobb Thank you both! - and you both are definitely right, I should've laid out the controls differently. My S.O. was having the same trouble - but then switched to controller, and was able to get into the groove. Next time, I will leave space to jumping! Thank you for playing!
Also @nicso good spot on the animation speed - it was subtle, and though nobody would notice. You have a keen eye!
@made3 Haha thanks, glad you got the hang of it. Maybe next jam I'll have to see how hard custom keymapping is...
My notes:
- Bind a gamepad button to restart so I don't have to lean back forward and click it with the mouse.
- Please support movement with the D-Pad. I much prefer that for sidescrolling platformers.
- Since you can't control your jump height, there are a lot of blind jumps that arise from jumping too high to see the ground below you. It's not so bad since I realized later than you can use the punch to stop your downward movement, but it's still good to avoid blind jumps.
- I hate having to restart all the way back at the tutorial for the 16th time just to retry a section way ahead. I definitely would have been more willing to try beat the game if there were checkpoints. Not even that many. Just two or three.
Thanks!
VERY FUN
Kept me engaged for a while. Nice work.
I tried at least 10 minutes to get pass 3, but it is really hard.
There are few section that is really punishing. I was hoping for random levels but I guess that was asking too much.
Congrats on the submission ;) and thanks for the game.
The extra jump combo after breaking a crate makes the control even better. Nice work! ^^

Good stuff :8ball:
I'm not sure I get what's going on though hahah
Couple of minor things: Not really a fan of down on D-pad doing the dive kick since it already has its own button and accidentally hitting down got me killed at one point. Music should be much louder by default.

It feels a bit rough when trying to catch a baby, but maybe i'm just terrible ahah
@terquey Thank you! Yeah, definitely had some old-flash-game nostalgia in my blood when coding it. Definitely need to work on my control schemes, but hopefully getting a little better each jam! And yeah, I toyed with checkpoints just before each baby - only a little too late into Sunday to make it work. Thank you for the feedback! Cool to see what is most important to folks
@zwodahs 3 is very good! It is definitely a tough game. Well done! It was originally random, but I make it more linear to lower the difficulty haha - or atleast an attempt to. Thank you for playing!
@moebiusmeow I appreciate the complement! Thank you very much for your feedback - made my day! Great job on getting to the end! Well done!
@falk-hoeppner thank you!! I'm normally terrible with animations - I definitely tried my best here. Still not perfect by any means, and as always, a little ugly ;3
@zefphyer I'm not sure I get what's going on either! Haha - but I'm glad you were able to beat it. Well done! No easy feat. Thanks!
@firespike33 4 souls is very good! Well done. He actually does exactly what you say, haha - but definitely the 'lava' becomes the main enemy, just because I did not balance well enough. Frankly, looking back - I'm not sure there should have been lava at all, maybe just the delay as you have to jump back up. Again, all lessons for next time.
Thanks for the feedback!
@thomaslebel thank you haha - catching is definitely hard, but it's just for style points (and to save time) - they land on the ground just fine. Thank you for playing!