Parcel Panic by PKZinpo
Update (10/03/2021 10:58 PM): - Fixed bug where music in title screen would not play

The objective of this game is to grab parcels dropped from the buildings and deliver them to their respective destinations. Keep your energy levels stable and deliver as many parcels as you can before you run out of energy!
Controls: - WASD to move - Spacebar to drop off package - Escape to pause
Mechanics/Rules: - Drop off parcel at designated locations as indicated by arrows in front of the building - Each building is marked by letters, where Post Office is PO - An energy bar will spawn at random intervals, increasing energy by 20% - Each parcel that is not picked up reduces energy by 10% - The more parcels being held, the more energy is lost - Pressing the spacebar will always drop the left-most parcel in the UI - Destinations will appear above the parcel in the UI after acquiring but will disappear after a few seconds
Points: - A parcel delivered to the correct destination is +1 point - A parcel delivered to the incorrect destination is -1 point and 10% energy loss
Notes: - The game has an aspect ratio of 16:10, so if the game window is fullscreen-ed, certain UI elements will not scale correctly, so please leave it not fullscreen-ed - There is music in the title screen and main game screen - (FIXED)The music in the title screen may be bugged, but during gameplay, all the sounds should work!
| Link | https://github.com/PKZinpo/LD49 |
| Link | https://pkzinpo.itch.io/parcel-panic |
| Link | https://pkzinpo.itch.io/parcel-panic |
| Original URL | https://ldjam.com/events/ludum-dare/49/parcel-panic |
Ratings
| Overall | 370th | 3.266⭐ | 34🧑⚖️ |
| Fun | 366th | 3.094⭐ | 34🧑⚖️ |
| Innovation | 414th | 2.953⭐ | 34🧑⚖️ |
| Theme | 539th | 2.203⭐ | 34🧑⚖️ |
| Graphics | 85th | 3.984⭐ | 34🧑⚖️ |
| Audio | 184th | 3.417⭐ | 32🧑⚖️ |
| Humor | 328th | 2.442⭐ | 28🧑⚖️ |
| Mood | 358th | 3⭐ | 31🧑⚖️ |
| Given | 33🗳️ | 40🗨️ |
I think the difficulty of the game is too high.
1. The timing is too short to move around
2. The collision in a few place is really tricky to move into
3. Having to remember where to drop the parcel is really hard.
4. Dropping parcel into the wrong place "works" and for a few games I thought I was doing the right thing.
5. Took me a long time to figure out where the buildings are.
I do enjoy the few minutes I had with it, perhaps drop the difficulty will make it more enjoyable.
I love the art and the music. The idea and chaotic nature of the game are pretty fun too. Timers go out way too fast IMHO and fences are not clearly visible so it quickly gets frustrating. Maybe if the chaos was introduced gradually the player could handle it better?
Great job anyways!
Other than that the idea is really cool, the art is good too and the music is neat. Without the collisions that are everywhere and maybe with a difficulty curve a little but more smooth it would be awesome. You could definitely continue working on this game!
Great work overall! :clap:
Great art, sound and style. Made me learn the layout of the little town which was actually kind of fun.
Great stuff!
Would love to get your opinion on my game if you're playing other games!
Trying to find the buildings while tracking the parcels was a bit difficult. Maybe the text on the buildings could have been higher contrast so they took less time to spot?
Otherwise a really solid game, and definitely fits the theme. Nice work!
- simple and straightforward concept
- the high pace of the game is only beneficial
- all visuals and color palette in particular
Cons:
-it's really hard :)
Congratulations!
@skyward4d Thanks a lot! Yeah, some of the important details could have definitely been easier to see
I enjoyed the hectic gameplay but maybe add a small curve so you can get a bit use to it prior initiating the insanity of boxes >D
Overall, good work!
The game is very hard and unforgiving - the timers are quick, the buildings marking don't pop and the roads are a bit too slim for the the characters size and speed.
I think slowing the game down and maybe reducing the character size would improve the game.
Music and sounds are gentle and lovely, work well with the game.
All that said - very impressive work for one person in two days!
- lower global speed (player movement and energy loss).
- parcels and energy bar stays longer on the ground, then you make them stay shorter.
- the parcel destination is directly marked on the map and does not go away.
- then the parcel destination is indicated on the bottom, as it is now, but it does not go away.
- then the parcel destination goes away.
- then some parcels may be heavier and slows you down when you carry too much of them (instead of decreasing your energy faster, which you don't really realize while you play).
- then, why not making it more difficult than it is now ? Remove the letters on the buildings ! After all, you know this place by heart now.
The possibility to cycle between the parcels you own may also be a good thing. So that you can optimize your deliveries. To keep track, in your own memories, of the parcels destination, they could look different. Like in the reality.
I really liked the small world where you are. The road to the left is here to show this world is inside a greater one, but you know nothing of it. It increases the microcosm effect. While playing, I felt like the local hero of the quarter, the person who everybody knows, and who is useful for everybody.
I really like the fact that you put different building types. A, B, C, I, J and K are clearly house of rich people, with fences to be protected from the others. D, E and F looks like middle-class houses. G and H are big buildings where all the poors pack themselves. Even in a small world like that you can make appear social differences, which is an interesting idea.
The post office may not be a good idea. It suggests that this small world has contacts with the outer world. I would have put a more local building : "the janitor desk" or something like that.
An idea comes to me while I'm writing this comment. You should have different types of parcels, and use them as collectibles in the game. You could have a menu where you see the list of all the collectibles you gained, and read their descriptions.
You could have parcel types that clearly shows that the expeditor and destinator hate each other, and other that shows they love each other, or many other feelings.
Here are some ideas :
- a letter with a heart drawn on it,
- a present that looks really expensive,
- a postcard that you can read,
- a letter whose address is written like : "old dork Jack",
- a parcel with white powder on it,
- a beer pack,
- a parcel that smells shit,
- a dead animal,
- a bullet,
- ...
As you play a game, you could imagine and guess the life of all the people in the microcosm, as you learn which type of things they send to each other. How would you feel, as the local delivery hero, when you end up knowing everything of all you neighbors ?
When a game starts, you could randomly choose some specific situations, that the player would discover progressively : a rich house that sends parcels with white powder to all the middle-class and poor buildings, two middle-class neighbors that sends normal parcels at the beginning and then hate parcels (bullets, dead animals, ...), expensive presents sent from a poor building to a rich house without any returns, love between a rich and a poor, ...
Whoa, I realized I totally tripped on this game. That was cool. Thank you for your game. Do what you want with all these weird ideas.
I actually did have ideas to make various different parcels attached to certain buildings and such as well as some of the things you mentioned like slower movement speed carrying more parcels and dropping any parcel you carry. But the time I had these ideas were when I noticed the deadline approaching so I left it at what I felt like was playable/decent to focused on other core things haha. Maybe if I do decide to continue with this game, I will refine it with all of these ideas in mind.