Here's ur Package by sansen
In this game, you are a grey beard delivery man who is always busy delivering different goods to different places. Your only goal is to deliver packages to the guests, though there are many difficulties you need to face on the roads.
Aim: Deliver packages to your guest, just one package so you can get to the next level, but the more you deliver, the more scores you will get. (In fact there’re ways that you can deliver all the packages, except Level 4’s Elastic Box, you can try to do this.)
Controls:
A/D-move
Space-jump
W-pick up the package
S and Mouse Left Button-drop the package
Enter-to the next level
Packages:
Empty Box: a wooden box with nothing in it, it’s a bit sturdy.
Iron Box: made of iron, indestructible.
Fragile Box: very fragile, 1 damage can destroy it, take care of it.
Bomb Box: when on fire or broken, it will explode and destroy boxes nearby.
Combustible Box: it will burn on fire, and ignite boxes nearby
Medicine Box: when you got injured, use it to heal yourself.
Slime Box: use it to trap enemies.
Elastic Box: it can help you jump much higher or rebound bullets from enemies.
Urgent Box: a normal box, but you need to deliver it in time.
Enemies:
Plant: a plant that can shoot bullets to hurt you.
Bat: always sleeping, but will shoot bullets in the air when sees you.
Rhino: a huge animal that will rush towards you when sees you, it will cause huge damage, so be careful.
Skull: an angry skull that will spurt fire and burn your packages.
Ghost: hide in the air, spray ice mist and frost your packages.
The main tile map texture comes from: https://opengameart.org/content/super-seasonal-platformer-tiles
@sansen -Level Design、Art Design
@devil-ovo -Programming
| Link | https://sansen54.itch.io/heres-ur-package |
| Original URL | https://ldjam.com/events/ludum-dare/53/heres-ur-package |
Ratings
| Overall | 893th | 3.283⭐ | 32🧑⚖️ |
| Fun | 992th | 2.948⭐ | 31🧑⚖️ |
| Innovation | 664th | 3.25⭐ | 32🧑⚖️ |
| Theme | 771th | 3.733⭐ | 32🧑⚖️ |
| Graphics | 536th | 3.767⭐ | 32🧑⚖️ |
| Humor | 749th | 2.815⭐ | 29🧑⚖️ |
| Mood | 853th | 3.233⭐ | 32🧑⚖️ |
| Given | 21🗳️ | 44🗨️ |
Thank you for the feedback.
BTW - I also managed to go through the first and second levels without using any of the boxes mechanics, so perhaps you want to make the platform a little higher ;)
Awesome entry! Good luck :)

I feel like I cheesed like pretty much the whole game though. Mainly with this awkward wall cling which allowed you to climb pretty much anywhere and pretty much ignore all the need for different packages.

Guess it was intentional but it felt weird. And the physics overall felt kinda glitchy all over the place. And placing the packages down seemed very accurate about the placement. I usually had to wiggle the mouse around the spot mashing the button to finally find a spot for em. Otherwise they just barely blinked green and then went back to red.
A bit too late to explain that you need to place a package by the house when the player has already just done it. Was really pondering before figuring out that why enter/return does nothing. Went back to see if I was supposed to bring a package there and then kinda accidentally placed one right by it and found out that's what is supposed to happen.
The pixel art looked good and actually pretty consistent considering that I guess you used some ready made assets and some were made by yourselves? The house looked weirdly blurry though and made it stand out from the rest.
Almost took your "deliver all" challenge but it got too tedious on the third level with the back and forth running. Also found out that it doesn't even accept the slime block.


Anyways, good job! 👍

As for the second bug, it could happen when player click the begin button before mainMenu finish its loading. It may cause by the use of courountine. Sorry again, and thank you for your feedback.
1. I agree that it is weird to allowed player to climb anywhere.
2. I also agree that the condition that player could place down a package is too accurate. This could be annoying.
3. Indeed, the guide system is not reasonable. We didn't inform that the player should deliver the box to the house.
4. We use several ready made assets and draw some by ourselves(such as character) the house is from other project
5. I totally agree that it is easy for player to feel tedious after running left and right just to deliver the package. I think the puzzle design should be blame. I suggest the non-linear level design and smaller map with more intersting puzzle could be better.
6. Slime box problem. It is actually a conflict between object attribute design and programme design. I should be blame for this problem. When I programme the destination, I use collider trigger to determine whether a package touches the destination. But the problem occurs when you put down the package, because it would detect the collider near you to prevent you putting a box inside something. And the destination is also a collider so you can not place a package in the destiantion directly. Most of boxes have gravity force to ensure that they could touch the trigger. Slime box didn't function that way. It would stick to the background without falling down, whcih cause the problem you mentioned. I would change the way program determine the conditon.
Anyway, thank u for your precious feedback. It is really happy to get so much feedback for the first time of this game jam.
For me it's not quite clear which graphics come from you and which not. I think I recognize at least two more assets besindes the one that you linked in the description. I think it would be good to make that more clear. But regardless of what comes from you and what doesn't: the world looks very nice, I really like the pixel art and your little character fits perfectly into that world.