04 Mail Service by Asieke

04 Mail Service is a puzzle game where you must push an over-stuffed bag of mail through the terrain and to the mailbox without getting stuck.
Levels: There are 9 levels in total
Controls: ```
NW NE
_____ _____
| 2 | | 3 |
| q | | w | | e | | r | __ W SW SE E | Enter | __ Reset Level | Space | Jump
```
- Q: Move West
- W: Move South West
- E: Move South East
- R: Move East
- 2: Move North West
- 3: Move North East
- Space: Jump
- Enter: Reset Level

| Link | https://asieke.itch.io/04-mail-service |
| Link | https://asieke.itch.io/04-mail-service |
| Original URL | https://ldjam.com/events/ludum-dare/53/04-mail-service |
Ratings
| Overall | 261th | 3.333⭐ | 26🧑⚖️ |
| Fun | 292th | 3.042⭐ | 26🧑⚖️ |
| Innovation | 220th | 3.271⭐ | 26🧑⚖️ |
| Theme | 272th | 3.625⭐ | 26🧑⚖️ |
| Graphics | 175th | 3.646⭐ | 26🧑⚖️ |
| Audio | 217th | 3.174⭐ | 25🧑⚖️ |
| Mood | 291th | 2.958⭐ | 26🧑⚖️ |
| Given | 31🗳️ | 25🗨️ |
Notes:
- I like the art, both of the title screen and the tileset. How did you settle on a palette? That is always tough for me.
- 6-direction movement was difficult to grok and I had to keep thinking through very deliberately what my next button press should be (ie, from a execution POV rather than intent POV). Perhaps a rewind feature would help since the movement is so unique. I spent a few moments trying to think how I would implement hex movement on the keyboard. Maybe something like WEADZX? That forms a nice hex.
- I was pleasantly surprised by the jump mechanic. That adds a lot to the puzzle aspect. However, I found that I kept jumping off the entire map if I held buttons down wrongly. It was fun and funny at first, but became a hassle.
Overall, I was please with this little game!
I think the way I would have done it would be to make movement super quick (like 1/10th of a second), but require a distinct button press for each move.
There were a few good revelations about the game's mechanics, such as the way you can move the parcel to a lower height without getting it stuck. The jump mechanic was neat. I love how there's a wall hang mechanic that never gets used by any of the puzzles :P
The visuals are cute. The game has a soft palette that fits well. Nice work!
For how I settled on the palette, I drew a mockup of a level in aseprite in grey-scale then pulled in premade palettes and color swapped until I found one that I felt right.
The hexagonal movement makes the keyboard controls not very instinctive. A clicking control pad may work better (while I know those panels always look ugly). Or just have an image of controls.
You could have, for instance, made the controls using standard 4-directional movement. Moving just left or right moves the character left or right, but when paired with up or down movement, the character is moved diagonally. This way the controls would have been a lot easier to grasp.
Great work overall!
The controls were pretty un-intuitive. Maybe it would help to map them to a more hexagonal shape on the keyboard - imagine if W on the keyboard is your character, then 2 and 3 would be the two "up" directions, Q and E would be the two "side" directions, and A and S would be the two "down" directions. Or better yet, move it one row down to use only the letter keys, and center this layout around the S key.
I liked the simple background music - it fits really well for a puzzle game, something slow and unintrusive to not distract you from solving your current level.
I'd like to +1 the comments about the control scheme, but I had fun nonetheless!
But a normal game for a Compo).
I was really intimidated by the unconventional control scheme at first, but realising that this is where the challenge for the game is made it a lot easier to get on board with. You managed to get good mileage out of such a simple mechanic and the constraints around the hex grid, I was pretty impressed. The game's presentation values (music and graphics) aren't overly impressive but what's there is solid. I didn't run into any bugs and everything needed to learn how to play the game was there, so it felt like a "complete" thing, even if it wasn't super polished, which I think is something to be proud of. The game dragged ever so slightly towards the end, but I did make it to the end.
All in all, a pretty good entry! Thanks for sharing :)