Deliverance by EpicGameFan
Play here:
https://epicgamefan.itch.io/deliverance
In this platformer you play as a knight with a package that needs to be delivered quickly. Godspeed mighty Knight! You are the last of your kin...
Controls:
Using a Controller (Recommended):
- Move: Left Joystick
- Jump: A
- Dash: X or B while pressing a direction to dash. (You're limited to one dash that resets every time you land on the ground)
Keyboard (Hard Mode):
- Move: WASD or Directional Arrows
- Jump: J or C
- Dash: K or X while pressing a direction to dash. (You're limited to one dash that resets every time you land on the ground)



Soundtrack:
Like our audio? The complete soundtrack to Deliverance can be found here:
https://youtu.be/V6yfE3dcX9A
Post Jam Fixes
- Fixed rushed tile placement so correct tiles are together.
- Fixed spikes player colider
- Fixed wall jump when hitting the corners of platforms.
- Fixed camera follow for some rooms.
- Fixed slippery platform corners.
- Fixed coliders for sticking to walls
- Fixed title menu losing focus on mouse click.
- Fixed full screen.
- Fixed bandaid fixes in audio objects.
- Faster death animation
- Added death counter so you don't have to count deaths manually.
- Added play timer so you don't have to keep time manually.
| Link | https://epicgamefan.itch.io/deliverance |
| Link | https://github.com/epicgamefan/ld53 |
| Original URL | https://ldjam.com/events/ludum-dare/53/deliverance-1 |
Ratings
| Overall | 742th | 3.433⭐ | 47🧑⚖️ |
| Fun | 696th | 3.311⭐ | 47🧑⚖️ |
| Innovation | 1182th | 2.375⭐ | 46🧑⚖️ |
| Theme | 1162th | 2.822⭐ | 47🧑⚖️ |
| Graphics | 669th | 3.578⭐ | 47🧑⚖️ |
| Audio | 201th | 3.878⭐ | 47🧑⚖️ |
| Humor | 819th | 2.709⭐ | 45🧑⚖️ |
| Mood | 1026th | 2.911⭐ | 47🧑⚖️ |
| Given | 31🗳️ | 44🗨️ |
obviously reminds me of Celeste hehe :D
One thing I would suggest is to make the spikes hitboxes a little bit smaller - they felt a bit too unforgiving.
Nice work!
And yes, we got inspiration from Celeste, Shovel Knight, and a third thing that you'll have to beat the game in order to find out. =P
Thank you so much for playing!
Thank you for spending a good amount of time on it. That means a lot to us! O__O
I'm really fond of pixel art. I aspire to be like Paul Robertson. =D
Thanks again for playing! It's greatly appreciated!
The hit boxes are deff in need of a bit of a tune or the sprites need to be bigger to fill the whole area. Many times I died and was not touching the spikes per my visual cues - which as a player feels crummy.
Regardless made it to the end to delivered some za to a hungry turtle bro - so all it well.
Music and sound design is top-notch. The animations and sounds are detailed and make the game just feel really responsive. The player controller is very polished but some oddities remain, particularly around walls. Like I can't really jump along walls, and you can get kind of hold onto the wall, not falling, without being able to jump. The dash is cool but I kept finding that it didn't work when I pressed the button- I think I wasn't timing pressing the direction correctly. Some kind of buffer or wiggle room would've alleviated this issue.
Some of the challenges required more precision than I feel the controls are suited for, as you're a bit slippery. This is particularly felt in that last ascent. Also I'd make the spike hitbox slightly shorter as it kept killing me when I was standing on ground level with it in that stair bit.
But it was a fun game, it was a complete game and I enjoyed this game til the end, with some struggle. You should be very pleased with your efforts.
(Also I'd just like to point out that this game bares a striking resemblance to this terrible game I worked on for another jam a while ago. https://grommitchio.itch.io/tefl-castle Only works on Edge of all browsers. You will be hearing from my lawyers shortly)
I didn't have a controller but really it wasn't _that_ bad on keyboard.
Other than that, solid entry. Nicely done
I did not finish the game. It was too hard for me. But I think a lot of people enjoy your challenge.
I couldn't finish it, some jumps felt a bit unfair, or too demanding, but maybe I'm just not good enough (played with a keyboard)
The graphics were fine, but one criticism I can give is to keep a consistent pixel size.
And maybe some small changes to the color palette.
all and all it's pretty good.
I do think the movement and hitboxes could be slightly more forgiving - I died plenty of times due to my own errors, but also some times when I felt like I was fighting to have my inputs properly recognised, or dying a frame/pixel earlier than I expected brushing spikes. The former is great, the latter was frustrating. This is a very fine-tuning type issue however.
Also, my muscle memory for controller strongly wanted jump and dash to be the other way around for a 2d platformer.
Liked the graphics and the music is the best in the game for sure! Really like it.
The physics need some tuning: the player can't jump/move near to wall without being stick in it, which is frustrating and ruins the mood of your game.
With some adjustments in the physics, this game will be great!
I think the problem is that there is no part of the game up to that point where the vertical dash is obviously required, so I assumed I already knew all of the game's mechanics that I needed when I got to that room. My method looked possible so I kept trying.
Here are my other notes about the game:
- After beating the game with the gamepad, I went back to beat it a second time with the keyboard and found the controls to feel better. The arrow keys have movement acceleration (presumably to make up for lack of analog input), and that actually improved the feel.
- It's usually a good idea to implement coyote frames in platformers. The jump mechanics felt a bit unresponsive on small platforms.
- There are several rooms where you have 1/20th of a second after entering a room before you fall into spikes. The penalty for failure is low, but it's not a good idea to put hazards immediately after blind room transitions.
- The spike hitbox is too big. Hazards should usually have as small of a hitbox as you can reasonably give them to match their sprite. Standing on the floor *next* to a spike definitely shouldn't kill you.
- The wall jump felt a bit clunky. Since you have to hold *away* from the direction you want to go in order to cling to the wall, it's a timing challenge to change directions right after hitting the jump key. The trick I've seen used is to lock the player's movement controls for a few frames after performing a wall jump so they have more time to switch movement directions.
- Other than those issues, the controls are very responsive for a Jam platformer game.
- The auto-camera felt really good in the last room. It always showed what I needed to see.
- Great retro NES soundtrack. It's an impressive OST for 3 days!
- Well-designed levels that each test the player's moveset in unique ways!
We're going to try implementing the features and bug fixes suggested.
Also, thanks for the feedback on the OST. =D
It probably comes as no surprise that I did it with Famitracker. I was using the music from the NES game, Fester's Quest, for my inspiration. Sunsoft has really solid game scores for the NES. (So does Konami, but I'm here to talk about Sunsoft today, heh.)
Thanks again and hope you're having a great day!
The level structure of Deliverance is really solid, especially with how nuanced it is. There was never a point I felt confused, thanks to the camera always pointing forward and showing a path I could take, and there was never a point I felt overly frustrated, thanks to the checkpoint at the start of each area. If I had to be picky about one thing, it's the hitboxes from the spikes, they felt just a tad too tall in a couple of areas where I feel I could've just dashed over them fine.
The music is really impressive, it sounds like something from the back half of a beloved NES cart. I was half expecting a boss by the end, but the ending was just as worth it. Got a chuckle out of me lol. This was one of my favorites this jam!
Music slapped though.
### Thank you all for the feedback!
I've attempted to fix all the bugs that were discusseed. I feel this has made everything feel more like it was intended, a touch more forgiving and a touch easier for those that didn't finish.
### Here is the list of bug fixes made:
* Fixed rushed tile placement so correct tiles are together.
* Fixed spikes player colider
* Fixed wall jump when hitting the corners of platforms.
* Fixed coliders for sticking to walls.
* Fixed camera follow for some rooms.
* Fixed slippery platform corners.
* Fixed title menu losing focus on mouse click.
* Fixed full screen.
* Fixed bandaid fixes in audio objects.
* Faster death animation
* Added death counter so you don’t have to count deaths manually.
* Added play timer so you don’t have to keep time manually.
There is 2 small things left I would change - allow to skip intro, and do not stick to wall if I was holding right and begin jump when already touching that wall.
Also, I am not sure about death counter and clock - it may scare some people, with a mentality of something like "I don't want to feel bad, like I am a bad player. I don't want game that remind me about my skills, I just want to play". It is not a big percentage of player base, but maybe you should allow to turn off counter and clock. Again, I am not sure, it is usually decided via tests and analytics.
This game looks pretty well made. I must say, I am really, but REALLY bad at platformers. It might be my own bad, but I feel like the drag jump mechanic it's pretty hard to manage. Yet again, could be because of my back of ability... seriously, the times that I missed the keys J and K are numerous. And I died like 23 times only on the tutorial parts, so take this with a grain of salt.
But hey! Graphics are excellent, animations are REALLY smooth and the music? Top notch. You did a great job here, congratulations!
Enjoyed the music a lot and the graphics all felt like they sat well together.
I especially liked that I needed to fall of the ledge and bounce off the sides for a few spots (I think that was intended).
Ending was great too.
Edit: I also appreciated the in-game tutorial and the dvorak controls!!!!

Very nicely made game. It feels polished and the animations on the knight are great. The music fits the atmosphere perfectly and the color work is very good. I enjoyed looking at this world, even though sparsely decorated, and definitely enjoyed dying in it :grin:
This platformer is too much of a platformer for me to even dream of finishing it, but controls felt nice and responsive. Great work!
### Thank you again for playing!
I decided to post a full uncut playthrough for everyone. Enjoy!
### Full Uncut Playthrough
https://www.youtube.com/watch?v=3fkb9e_e9mA
Platforming seemed really solid though the inertia(?) of the player character was frustrating (like everything was slightly icy/slippery) and I'd stick to walls even if I didn't jump against them first.
Someone probably already said it but this is 5/5 audio for the bangin' tunes
Only problem is there's no quick restart, so whenever you want to try again you need to rewatch the opening cutscene. Since I enjoyed your game and wanted to get a good speedrun of it, I cloned it off github and added a quick restart myself. It takes 1 minute to implement so I recommend you add it to your web build if you care to
Anyway, I was convinced this game was beatable in under a minute. It is! Here's what it looks like. Enjoy.
https://youtu.be/LhgMyy1wlTU