Medieval Package Delivery Company by Link270

Jump into a grand adventure as an employee (A package knight) of the renowned Medieval Package Delivery Company! Go forth on your first day and deliver some packages in true medieval style! If you encounter any bandits or goblins you can try smacking them with a stick or something? Don't worry, if you don't survive there will always be someone new to replace you!

Note: You can download v1.0, v1.1, or v1.2 from itch.io. v1.0 is what we had at the end of the jam and is playable up until the very end when you cannot enter the castle due to some last minute colliders, so you can play most of it, but it is technically not fully bearable in this version, though you will basically get the entire experience. v1.1 is with a few additional hours of work and provides a much more enjoyable experience in a few cases, so we would prefer feedback towards this version, but v1.0 would be the LDJam version. v1.2 is the same as v1.1 with some additional performance improvements and an option to set the settings to auto based on your hardware.

Controls: Controller Recommended - WSAD/Mouse | Joysticks: Movement/Camera, switch lock on target when locked on (Right stick) - E | X: Interaction - LMB | RT: Attack - Q | RB: Dash, forward when not locked on to an enemy, direction of left stick when locked on - TAB | LB: Lock on when near enemy, refocus when not - SHIFT | Left stick click: Sprint
Credits: Link270 - All development, and help in tons of areas like FX/audio, etc.
Alphabean - All visuals, 3d work, texturing, etc. etc.
1minatur - Dialogue, map layout and design, animations, sound FX.
Thanks for playing!!!
| Link | https://nieve-studios.itch.io/medieval-package-delivery-company |
| Original URL | https://ldjam.com/events/ludum-dare/53/medieval-package-delivery-company |
Ratings
| Overall | 1053th | 3.048⭐ | 23🧑⚖️ |
| Fun | 1102th | 2.714⭐ | 23🧑⚖️ |
| Innovation | 1142th | 2.548⭐ | 23🧑⚖️ |
| Theme | 716th | 3.786⭐ | 23🧑⚖️ |
| Graphics | 298th | 4.119⭐ | 23🧑⚖️ |
| Audio | 692th | 2.762⭐ | 23🧑⚖️ |
| Humor | 752th | 2.81⭐ | 23🧑⚖️ |
| Mood | 1007th | 2.952⭐ | 23🧑⚖️ |
| Given | 19🗳️ | 10🗨️ |
I noticed that there is a v1.1, but could you give a quick summary of the additional content added to this version?
Overall, pretty awesome work!
`UGameUserSettings::RunHardwareBenchmark`
`UGameUserSettings::ApplyHardwareBenchmarkResults`
This doesn't give any user control at all and it may look bad on some low end pcs but... at least in the worst case I think people will be able to play with the auto settings.
Anyways if you end up fixing it tag me please so we can give it a go, your entry looks very nice
First off: This is a very impressive game! The graphics look great, both the world itself and the characters. The world is very impressive in scale, and there's a lot of different buildings and terrain spread across it. I like how there's several different biomes and races of characters. The use of different weather/lighting effects (at least in 1.2) is well done and makes the different areas feel distinct. The amount of dialogue and characters in the game is also quite impressive. I like all sound effects and music, though it is a bit strange how the music seems to come from a specific direction.
Unfortunately, the gameplay doesn't live up to the stellar presentation. It mostly involves walking long distances between NPCs without much interesting to do on the way. The combat doesn't feel great either. There's a lack of feedback, making it hard to tell who's hitting who, and in general it's not very satisfying. There also doesn't seem to be much in the way of strategy - I tried dashing around a bit at first, but ended up having the most success by just standing still in front of each enemy and mashing attack until they died.
Art is all @tanner-shelton realm and he did a way good job! The music coming from a direction was partially intentional, but the effect is way too strong so I agree it’s a bit off putting. I’ll have to tweak that a bit for later versions.
Thanks for the notes on the gameplay as well. It does need a bit of a rework to become more engaging. The attack itself it directly tied to the animation, and since the animation is pretty small it doesn’t read super well. I’d love to have a bit more extravagant animations for attacks, and different attacks for each race. Then improving the feedback and everything would be a really important thing to improve I agree. If the combat was a bit more engaging I bet the walking around portions wouldn’t feel as dull. Our initial idea when coming up with this game was help up a lot by humor. We were able to add a little of that into the game, but what we really wanted was a fun little “fetch quest” style side quest that makes fun of itself and is fun and funny to explore and see what everyone has to say. Since we weren’t able to fully capture that vision, the end result of the more simple gameplay doesn’t really hold up quite as well on its own.
I’m just rambling here, but I think an issue we had was focusing too much on smaller less important things too quickly. I put too much time into the lock on mechanic early on when I should have been refining the dialogue delivery and even just the base combat haha
Thanks again for the feed back! Glad you got to play it!
I enjoyed this quite a bit! The island was large and fun to wander around. I think the combat could definitely be improved, but spamming dash while running makes you move faster than the goblins anyway so I was able to avoid actually having to fight for the most part. I also think it might be nice to remove the waypoint arrow from above your head; the characters could then give slightly more detailed instructions on where to go and the player would have to actually explore a bit more.