The Legend of Sir Deliver-a-lot by Quoc

[raw]
made by Quoc for Ludum Dare 53 (JAM)

In "The Legend of Sir Deliver-a-lot," players take on the role of a guide for a delivery robot who must deliver a package to the princess of a neighboring kingdom. However, the robot doesn't speak the language or know anything about the kingdom, so the player must use commands to guide him safely to his destination.

Players must try out different commands to understand their meaning and successfully navigate Sir Deliver-a-lot through various obstacles and challenges. With careful planning, they can ensure that Sir Deliver-a-lot completes his delivery and saves the day!

Hint: Notate the effect of each command for each field to keep track of what each symbol does. Remember, trial and error is key to finding the correct commands!

Bildschirmfoto 2023-05-02 um 16.20.57.png

Thumbnail AI generated, as well as some of our text using ChatGPT.

Theme music from www.opengameart.org/content/adventure.

:keyboard: Controls

  • Enter: Skips text or continue
  • Backspace: Deletes last character in text input

Ratings

Overall 1204th 2.525⭐ 22🧑‍⚖️
Fun 1224th 2⭐ 22🧑‍⚖️
Innovation 606th 3.316⭐ 21🧑‍⚖️
Theme 859th 3.6⭐ 22🧑‍⚖️
Graphics 1056th 2.475⭐ 22🧑‍⚖️
Humor 971th 2.342⭐ 21🧑‍⚖️
Mood 1140th 2.553⭐ 21🧑‍⚖️
Given 15🗳️ 20🗨️

Feedback

QuentinVerlhac
02. May 2023 · 00:22 UTC
I like the concept but couldn't get into guessing what the symbols are doing.
Hundekuchen
02. May 2023 · 04:21 UTC
i liked the concept too but even though i tried get into guessing what the symbols are doing i really couldnt figure it out.
:/ sadly too unfinished to have fun while playing
🎤 Quoc
02. May 2023 · 14:23 UTC
@quentinverlhac & @hundekuchen Sorry to hear that. We added a **Hint** in the description.
I-IV-V-I
03. May 2023 · 22:25 UTC
Finally solved it! Very nice Concept but truly a difficult puzzle (took me around 55 minutes, without hints). I like the title, the music is mostly finde though there are some weird tings in the strings occurring (productionwise) from time to time which can take you a bit out of the experience.
🎤 Quoc
04. May 2023 · 09:26 UTC
@i-iv-v-i Woah, very nice. Congratulations! Thanks for your feedback & commitment :)
Emaigualmc2_art
04. May 2023 · 16:12 UTC
It was quite difficult and tedious for me to have to learn all the commands together, I think that if something more progressive and friendly for normal player is done, the gameplay would be much better and it would give a feeling of fun. Perhaps instead of having to write commands constantly implementing puzzles with those commands would be more visually friendly ¿?. I really liked the idea, I think that with a more polished art it would look great. Good job! Congratulations! xD
JiexDrop
04. May 2023 · 16:21 UTC
I think you need to make it fun for people to try and guess what the symbols mean.
I had no problem because I am a programmer, but I see why other people would have a difficult time.
Overall, it's a nice project and a great idea. Good job!
DenKa
05. May 2023 · 23:29 UTC
I couldn't understand the meaning of some symbols, and I wasn't interested in delving into them. Sorry :(
Gmstochetto
06. May 2023 · 20:57 UTC
Interesting concept, I didn't have much difficulty figuring out what each symbol does. I did a few test rounds to figure out what each one does, but I found the solution to be quite easy. It was only necessary to use the right and up commands. I would have loved to have tried new challenges, but I still see a lot of potential in the project and the idea. I also loved the concept of the story. Congratulations :D
Flying Dog Fish
07. May 2023 · 12:57 UTC
Interesting concept, but just too difficult to be fun.
Sempra
11. May 2023 · 15:47 UTC
I could go with the 'marking the functions on a piece of paper aside' but is it necessary? I get it that the robot doesn't understand common language and so the adventurer has to program with what they have, but it's not my kind of fun i have to admit.

The entry was interesting tho, I'm curious about the AI part in all of this.
Arqcenick
13. May 2023 · 11:43 UTC
Currently the level only requires the right and up symbols. Other than that I believe there are some symbols which change their behaviour based on the current tile?
Overall interesting idea, I would love to have some kind of reminders as I test out the symbols so that I don't need an external paper/notepad to keep track of the symbols.
I had fun trying out this game.
David Yates
13. May 2023 · 12:11 UTC
I think there's a good idea at the core of this, but the way it's executed makes it unnecessarily frustrating. I can see that the way to solve it is by trying each command individually, seeing what it does, and writing that down. Then I would move on to stringing commands together, and check whether any of them are context-dependent (does X command operate differently on a different coloured square, etc).

That's not going to be everyone's kinda game, and it's naturally going to create some good frustration, so you need to maximise the player-friendliness (i.e. minimise the bad kind of frustration) so that people don't just give up. For example, rather than entering a command and waiting for a whole cycle of gameplay, I would like to be able to enter a command and immediately see what it does, and then another command, and so on, without having to wait for the whole cycle. Maybe there could be a separate sandbox area for this if you don't want the main game to work like that.

I think it would also be nice to give the player a way to write labels on each symbol. Sure, one could get out a pen and paper to do it, but that's kind of tedious and people may not have those immediately available.

I think by making changes like those you could make this game a lot more accessible.

On a separate note, the colour of the intro text made it a bit difficult to read against the background.