INTACT™ by pierogo

INTACT™ is a wacky package delivery game in which you play as an unnamed delivery guy doing his best to deliver packages to an evil skeleton lord through his increasingly deadly dungeon.
Ugh, another day, another delivery to some lame-ass mansion in the middle of nowhere. Seriously, who even orders a t-shirt out here? I've been ringing the doorbell for like fifteen minutes, but nobody's showing up. And of course, this dude's phone number is bogus. "111 111 111"? What a joke.
My company's supposed to offer self-pickup, but that's a load of bull. I should be chillin' at home or on my way back to the depot by now. But no, I gotta play detective and find this clown who can't answer his door.
So, I guess I gotta take matters into my own hands and head inside. Gosh, I hate this job.




Changelog #1 (2023-05-03):
- Improved game performance
- Made game start in fullscreen
- Made package catching sound a bit louder
- Shrinked player hitbox a little
Changelog #2 (2023-05-03): - Package colliders fixes! It should no longer get stuck at blockades
| Link | https://clownworks.itch.io/intact |
| Link | https://clownworks.itch.io/intact |
| Link | https://clownworks.itch.io/intact |
| Original URL | https://ldjam.com/events/ludum-dare/53/intacttm |
Ratings
| Overall | 479th | 3.677⭐ | 50🧑⚖️ |
| Fun | 336th | 3.688⭐ | 50🧑⚖️ |
| Innovation | 365th | 3.604⭐ | 50🧑⚖️ |
| Theme | 178th | 4.302⭐ | 50🧑⚖️ |
| Graphics | 588th | 3.688⭐ | 50🧑⚖️ |
| Audio | 223th | 3.83⭐ | 49🧑⚖️ |
| Humor | 252th | 3.688⭐ | 50🧑⚖️ |
| Mood | 593th | 3.534⭐ | 46🧑⚖️ |
| Given | 78🗳️ | 91🗨️ |
Got my second box stuck in a wall :P

Here and above:
Something sort of way to "tape up" your package might help keep a lid on the hardness.
Besides that - that was pretty fun to play. Music is catchy, artstyle is nice!

Felt a bit bothered by the dash as sometimes it wouldn’t do anything and I was just dying on the spikes over and over again. I really loved the music and the little dialogues are fun!
Good job guys!
About your issues with the dash mechanic, yeah, post-mortem we think that we shouldn't have made the dash length dependent on player speed - because of that whenever you receive damage (and thus are slowed down) you're way less likely to "make" your next dash. Makes it easy to get stuck when attempting to do multiple dashes through pits with spikes, especially considering our package collision detection with walls could've used some more work.Unfortunately there's only so much we could do in 72 hours :cat:
I thought the idea of limiting ammunition based on the boxes health as well as the jumping mechanic to be pretty fresh!
The jumping mechanic didn't always feel super consistent, sometimes I would throw boxes and feel like I should have made the jump because my box did buuut instead I get stuck back on the ledge or fall in the pit. It can feel pretty fluid outside of that though!
Jammin music too!
(@lisek-gagatek it was running the HTML5 version in Chrome, if that is of any use)
Also, I met a couple of game-breaking bugs. At first, the WASD stopped working, and then the gameover didn't work; MC froze, and I had to restart the game.
So while the mechanics of "throw /dash /cath" themselves are quite interesting, the game still needs some polishing.
Nevertheless I like how there is an actual delivery service for things that can and WILL kill you, where the dungeon becomes harder and harder the more you deliver. But like @arsher said, yeah the game gets really hard if you are too slow.
Hearing Chiptune music with sound effects that are clearly not 8-bit is pretty weird, but the rest is nice.
I did get a segfault once, but I'm guessing that's Godot's fault.