Very Good Deli by Antti Haavikko
In Very Good Deli, you become a sandwich chef of a deli. Fulfil increasingly complicated sandwich orders from letter based ingredients. Stack those sandwiches high and build them quick to rack some great points and claim your spot in the online leaderboards.
đŽđšī¸ Download on itch.io đšī¸đŽ

đ ī¸ Tools used
So I decided to take the latest Godot for a spin to see if it could serve as a replacement for always crashing and freezing etc Unity as an engine of choice for me. Was very saddened to find out that there is no working web export in 4 yet. And some other missing things I quite often use in Unity too. But very much liked the speed and stability of the editor and the ease of some things like full screen shaders in comparison to Unity.
Maybe not yet time to fully move over but maybe at some point... đ
- Godot 4
- JetBrains Rider 2022.3
- Logic Pro X
- Inkscape
- Gimp
đī¸ Gameplay video
â° Dev timelapse
đĨī¸ Screenshots

Ratings
| Overall | 41th | 4.052â | 31đ§ââī¸ |
| Fun | 61th | 3.931â | 31đ§ââī¸ |
| Innovation | 51th | 3.948â | 31đ§ââī¸ |
| Theme | 277th | 3.586â | 31đ§ââī¸ |
| Graphics | 57th | 4.155â | 31đ§ââī¸ |
| Audio | 83th | 3.724â | 31đ§ââī¸ |
| Humor | 52th | 3.75â | 30đ§ââī¸ |
| Mood | 92th | 3.732â | 30đ§ââī¸ |
| Given | 16đŗī¸ | 31đ¨ī¸ |
Really cool stuff ! :heart:
Really good work, fun and addictive đ
@tanis Yeah went with C# as I'm not a fan of python(ish) languages. Overall very positive about it how lightweight, stable and fast at compile times it is. As I mentioned, doing full screen shaders is miles ahead of doing the same in Unity. Some options on particles (trails, collisions etc) were what I was mostly missing from Unity. And obviously web export is a huge faux pas, not gonna be using Godot again before that is sorted out.
It's a 2017 macbook pro with intel chip. Running Ventura 13.0.1
By the way, @antti-haavikko it is possible to make a web build with Godot 4, as I have managed to do (coincidentally, it is also a word game with a leaderboard). However, a few things need to be done:
- Rendering needs to be set to 'Compatible'
- You need to add a .htaccess to set CORS header, otherwise Godot will be unable to access crucial features (on itch.io you can also check Shared Array Buffer support for this, though that could break the page)
- In project settings -> Window, you need to set Stretch Mode to 'canvas_items' (otherwise the game will not scale properly with the canvas, I forgot to do this when I first exported the game :face_palm: ).
Furthermore, the game may not be playable in Safari since its WebGL 2.0 support isn't optimal. Lastly, certain small features may be buggy in different browsers.

Even though...

I'm using the C# version and found someone mentioning about that not being in it yet.
I wish there was a pause menu of some more. When you make a mistake in the early game, it would be nice just to restart right away instead of waiting to be fired.
Edit: oh whoops my recording didn't work out- it was all a still frame. my bad! I'll need to look at my OBS settings.
In light of my recorded gameplay not working out, allow me to add some more to my comment.
The extra long words were extremely fun to balance! There were a few times when the letters collapse, dinging the bell, and it becomes incredibly difficult to remove the letters without hitting the bell a couple extra times though... it's funny at first, but after a while, you just need to give up, as you're going to lose well over the amount of points you could possibly earn. Hence the need for a pause menu.
My cursor didn't appear in-game, which lead to a lot of trouble clicking on the buttons to select which word I'd be building. Again, that would've been shown in the video, but alas.
With that being said, great work! I had a lot of fun, and my final score was about 18,000.
You're quite right on the letters ringing the bell completely domino effecting an ruining your score. But you could still try to salvage it, the extra rings will only make you lose the points for that level and could still progress to next level. But it is notoriously bad when a letter gets lodged to the right of the bell. And the fact that the held letter is released on ring doesn't help. Now that I think about it, I shouldn't have made it release when held letter was the one ringing the bell but just cancel the ring countdown immediately afterwards.
Thanks for the feedback and too bad the recording didn't work. â¤ī¸
I feel the scoring system could maybe have been explained at some point, it took me a few tries to get it and I could see someone not understanding something and thinking it's bugged.
Great job, incredibly complete and polished!
At I first I assumed the game was about fitting everything in the plate, and (as a non native english speaker) that rings were some kind of onion rings that I missed (given that it's a game about food, my mind went straight to food and not the bell thing). Once again, I figured those out quickly then, but I have PTSD of players telling me a game is bugged when it's actually just missunderstandings ahah.
I ran into some crashes loading between levels, but they weren't common enough to stop me from getting properly into a run.
Overall this is just a great entry, and I had a lot of fun with it.
I unfortunately encountered a number of small bugs to do with letters getting stuck that took away from my overall enjoyment of the game.
First, a B from the word "Ruble" got stuck in the dish at one point. It's not visible in the screenshot, but it's jittering around in there, and resisted all efforts to be grabbed. Additionally, a letter got stuck between the bell and the screen border (second screenshot), which resulted in 14 accidental rings as I tried to get it out and eventually gave up, since I was fired at that point anyways.


Your profile says you're not any good at music, but I would disagree. The game music was fun and upbeat! The scribbling sounds added a lot to the immersion, and were a nice touch. The game was full of those little but meaningful things, actually! The bell tone could have been a bit more clear, but the audio was overall a strong point.
The scoring mechanics were clever. I actually didn't love the leaderboard, as I feel strongly about privacy and don't believe that a jam game should be uploading anything to the Internet. However, props to you, as it still worked just fine with the Internet unplugged during my testing.
The graphics fit the game nicely. The background was especially good, in my opinion. Out of everything, what stuck out the most to me was that the IK on the arm was top-notch. Well done!
The "deli" + "very" interpretation of the theme was clever, but I feel like it's a stretch, and trying a bit too hard to be unique.
I would not have guessed that this was your first time using Godot! The game had a great level of polish. You didn't try to do too much, and what you did was well done. Awesome game!
The privacy concerns are understandable. But why rule out jam games in comparison to anything else? And it's not really saving/showing anything actually personal. Unless of course you write something personal there. Just a name you give yourself and a flag for the country. Hardly something to pinpoint an individual really. I think having online leaderboards gives a game so much more replay value as there is some real competition and incentive to do better. And having the flags there somehow helps too, adding some weird camaraderie and competitiveness. A feature which I've been constantly getting positive feedback (and queries on how it's done) on on every since I started adding them. And yes, the score submission is fire and forget, if it doesn't manage to save it, it just goes on with its life.
And yes, had to get creative with the theme. I think "delivery" is way too one dimensional of a theme. Probably one of the most boring jam themes I've ever seen. The only other interpretation besides the cookie cutter package/letter delivery is the giving birth one, which I've yet to seen anyone take it as.
I like the hand too. First it was just a floating hand, a big cursor really. Then I had a sudden idea of adding that IK arm there too and it immediately made it feel so much more dynamic and fun even though it has zero impact on the gameplay. Same as the background elements that react to physics too which most people probably don't even fully notice.
Really like the added arm and the interactive background elements as well.
I'm not sure if the I has proper center of gravity, I couldn't get it to stand upright once :D
A little annoying detail I noticed was the cursor showing when the mouse is moved to the bottom (on top the "table") and the hand stays behind, then you have to move the mouse back up to the table level for the hand to move up again, occasionally made it a bit awkward doing fast moves.
The hand stopping at table level and cursor appearing was just to help press the continue button (and also the buttons on start menu). There isn't really any reason to try dragging letters there so I guess it's not a huge issue though. But I guess I should have just enabled that limiting on start menu and when the level is finished.
Super bummed about the crashes and I have no clue whatsoever what could be causing them. My best current guess is that there are some words in the dictionary that somehow cause the crash by maybe having some accented letters or something. I'm pretty sure I added out of bounds safeguards against such but no better guesses either. đ¤ˇââī¸
Guess you can't remember the words you picked before the crashes?
I mentioned jam games specifically because they come from a less reliable source. For example, Hollow Knight has cloud saves, and, no offense to you, I trust Team Cherry and their professionally published product more than your unsigned jam binary. For the most part, people mean well, though, and if not, that's what an antivirus is for, I hope.
I wish you the best of luck in the rest of the jam!
Getting to choose between multiple customers/words was also a nice touch, especially given that the words seemed relatively random (and at a few occasions even somewhat vulgar :D ) At one point, the letters spawned in a way so that three letters fell down and got stuck on the bell before I had a chance to start the puzzle, I'm guessing the physics were a bit unlucky.
The art was good, and the background music had enough variety to not become annoying even if the loop was a bit short. I liked the sound effects as well, they added a nice feel to the word-sandwich building. The "sandwichness" scoring parameter was a fun addition, I hadn't realized the meaning of the word colors before seeing that.
I also liked the small touches, such as the arm also extending on the title screen, blurred backgrounds and animated customer models - it made the game feel extra polished.
I managed to accidentally throw around the letters so they hit the bell 12 times. At least that's what the following score sheet said, while also letting me know I was fired. Damnit! :)