Rush Deliverance by ryusui
Salvation in 30 seconds or less!
You're a supernatural problem-solver in search of worlds to rescue. Gather Deliverance from the purple crystal totems strewn across your path, then deposit it in glowing green Nexuses in order to save worlds, score points, and delay your eventual annihilation. Avoid falling from the path, being crushed by the humorless Archons, or running out of time - your very existence is hanging by a thread! Can you immortalize yourself in the high scores table before your career as a Savior comes to an untimely end?
Gamepad and keyboard controls supported. D-pad/analog stick/WASD/arrow keys to move, A/RB (Xbox), X/R1 (Playstation), B/R (Switch), Space, Enter, or Z to jump.
Created in Godot 4.0.2. Graphics created in Blender; sound effects created using Bfxr and Audacity. Music composed via BeepBox. Fonts used are PT Sans Narrow (text), Faster One, and Seaweed Script (logo).
EDITED 5/8/2023: An HTML5 version is now available! I also fixed a minor bug in the background display, adjusted the resolution settings so the game doesn't look blocky when the screen is expanded, and made an adjustment to the title screen logo (originally, it was causing a bug that prevented the title screen from displaying properly in the HTML5 version). One caveat: in my haste to upload the new version, I overwrote the previous versions. Rest assured that 1.01 has no gameplay differences from 1.0, only minor (practically unnoticeable) cosmetic ones!
EDITED 5/9/2023: A further bugfix version, 1.02, is now available. This version fixes an issue introduced in 1.01 (itself introduced in the attempt to fix the aforementioned background bug!) where the background did not fade to red properly when the timer was down to 5 seconds or less. I have taken the effort to make the previous versions available as well this time. As always, please rate the game based on the original 1.0 (LDJam) version!
ADDENDUM: It appears the colored fog effects used in the download versions don't work at all in the compatibility renderer Godot uses for HTML5 export. Whoops! This does not affect gameplay, but it does mean the screen doesn't turn red as it should when time's almost out!


| LDJam 1.0 Version (Windows) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.0.exe |
| LDJam 1.0 Version (Linux) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.0.x86_64 |
| Post-Jam 1.01 Version (Windows) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.01.exe |
| Post-Jam 1.01 Version (Linux) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.01.x86_64 |
| Post-Jam 1.01 Version (HTML5) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.01.html |
| Post-Jam 1.02 Version (Windows) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.02.exe |
| Post-Jam 1.02 Version (Linux) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.02.x86_64 |
| Post-Jam 1.02 Version (HTML5) | https://watercrown.info/games/Rush%20Deliverance/Rush%20Deliverance%201.02.html |
| Original URL | https://ldjam.com/events/ludum-dare/53/rush-deliverance |
Ratings
| Overall | 543th | 3.614⭐ | 24🧑⚖️ |
| Fun | 411th | 3.614⭐ | 24🧑⚖️ |
| Innovation | 901th | 2.977⭐ | 24🧑⚖️ |
| Theme | 1012th | 3.341⭐ | 24🧑⚖️ |
| Graphics | 643th | 3.614⭐ | 24🧑⚖️ |
| Audio | 554th | 3.227⭐ | 24🧑⚖️ |
| Mood | 900th | 3.167⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 40🗨️ |
And pls don't implement too many buttons for one single action!!!
Nice graphics too
Also play my game!!!
I just found the jumping a bit unforgiving.
Well done!
Also, thanks for the Linux build :3
Good graphics; I just didn't like that the notifications disturb the player visibility.
Overall, a good game.
My first few runs I died quickly and the time-to-restart felt really long. But once my lifespan got longer, waiting for restart became a lot less of a portion of my gameplay and stopped being a bother. I felt my eyes torn when I scored in the green ball because I had to focus on the map ahead so I don't die, but I also get presented with an overlay with quite a lot of text. I did not dare to read any of it, and merely leaned forward and tried to squint past it to survive.
My first few runs I lost for obvious reasons. Then I got good enough that I lasted a long time. Then I got really deep into a run I was feeling good about and I exploded suddenly. Probably it had something to do with the text on the upper-left, which of course I also never read because I had my eyes on the road. I guess the game has other ways to die, like a timer?
(Confirmed by looking at screenshots, there is some kind of timer. I was not aware of it and don't know if or how I recovered time)
Felt pretty sweet to swing around, nail my jump and land exactly on the lane to scoop up some souls, and then trace a diagonal back to deposit them. A good mix of success and failure in a smooth movement system, all against a backdrop that looked and sounded good. I didn't connect with the text, but that didn't stop me from getting enjoyment.
Nice and well-rounded entry!
The track is made up of 20 (21 if you count the initial straightaway) different repeating chunks; the overall course is procedurally generated, yes, but the individual segments were hand-designed, and the game simply strings them together in coherent order. (The "sample" track on the title screen is fixed, though!)
I extended the overlay display time precisely because I wanted it to be easier to read, but perhaps that was a mistake. Whoops!
You start with 30 seconds on the clock and get 10 more each time you hit one of the green Nexus goals (it was 15 for most of the game's development, but I didn't want it to be easy to extend the game's length indefinitely - though in practice, this adjustment might also have made things unduly punishing!).
The screen is supposed to turn red when you're down to five seconds on the clock, but this isn't visible in the HTML5 version due to Godot's Compatibility renderer missing features.
As an aside - my sibling playtested the game, and showed off a high score of around 150K. They happened to do this right as I was implementing the high scores screen, so yes, the top score *is* inspired by their achievement.