Mystic Postman by interpixel
a game about a simple courier forced to take precious cargo between cities in a world inhabited by dragons.
Use WSAD for movement, Shift to sprint, Space to Jump. F to interact with castle gates. Mouse click to select battle menu items and ability targets.
Visit cities to heal and pick up deliveries (you will get deliveries automatically if you go next to a castle... unless you have just been there or the game just started and you haven't travelled very far to get to your first one); look for the doors as they can be interacted with.
Collect 20 deliveries by going from one castle to another and deliver them to another city to receive payment in passing. Or get paid for delivering any number of deliveries inside the city based on how far away the goods are from, goods from further away areas pay you more than nearby ones.
The trading office accessible through the castle gates, they also sell upgrades to your default abilities, which themselves can be traded between cities for a profit if you buy low and sell high.
*Note if battle goes against you or spawns badly, use the escape option on the menu. Enemies with 6 or greater energy can heal themselves, so if you don't have a strong enough move yet to take them down within a few rounds then it may be better to escape as they can probably out-tank your damage.

| Link | https://interpixel.itch.io/dragon-express |
| Original URL | https://ldjam.com/events/ludum-dare/53/mystic-postman |
Ratings
| Overall | 1128th | 2.857⭐ | 23🧑⚖️ |
| Fun | 1163th | 2.548⭐ | 23🧑⚖️ |
| Innovation | 1123th | 2.595⭐ | 23🧑⚖️ |
| Theme | 895th | 3.548⭐ | 23🧑⚖️ |
| Audio | 649th | 2.952⭐ | 23🧑⚖️ |
| Given | 48🗳️ | 25🗨️ |
I gave up fighting the dragons after a couple of goes because it didn't seem to help in any way so I just kept pressing escape.
I enjoyed running through the water and fighting under water dragons :)
It felt a bit like there was a game already made and a basic delivery mechanic was added. Not saying that's the case necessarily it just felt like the delivery and dragons stuff didn't really go together that well.
Still though, really good effort, nicely done.
But anyway, it looks beautiful.
Nice that castles are tall and can be seen from afar, no need for a minimap.

Sometimes dragons can spawn inside of slope and become untargetable.
Sometimes camera is facing the wrong direction so you can't see enemies and therefore attack them. You should either make camera movable in combat or make it automaticaly face enemies.
Also it's possible to target your character with damaging spells which is counter-productive. Target highlighting would come handy.
Animations are too slow for my taste. Duration of 1 second or quicker would be nice.
And most important - in a game where the main objective is to run around you shouldn't make players always hold shift to sprint - just make sprint the default behaviour.
Overall i like the concept. If you add more various locations and quests that explain what you delivering and for what reason then it can become a great game.
Hope this feedback helps. =)
the coins are integers. I suppose i never noticed it because i never had exactly the same number of coins as the discounted item. sorry for the bug. just found the source of the problem
if(this.playerData.gold > price) { ... } forgot to put the >= instead
I like the idea of just 'vibing' and going from town to town, getting better upgrades over time. Out of anything in the game, the combat felt tedious. I think using key buttons, or a quick UI for fighting would really help what's here. Also, a skill gem for movement would be pretty nice.
I think i will overhaul the combat system pretty heavily making it more like a deckbuilder so you have to think about each more more to avoid being defeated.
I'm having problems with understanding the delivery system. When I start the game, I have "0 deliveries to make". I run to a castle in the distance, and inside it I have several options to buy some skill gems, and also an "deliver items" option, which is giving me "+0 coins". I run to the next castle, it looks the same. After I visited 4-5 castles, the last option is suddenly showing it will give me "+40 coins", but I never picked up anything to deliver and at all times (before and after gaining the 40 coins) I still have "0 deliveries to make". I think it would be better if the player started with a delivery to make, having a specific castle to deliver a package to, and there should be a marker showing them where to go. When they'd reach the castle the quests could start spawning randomly.
The combat is a nice idea - it reminded me a bit of PSX-era Final Fantasy games, only without the time element. If you need to click an enemy to target a skill on them, having the ability to rotate and zoom the camera is a must, although you could probably make it much easier if you simply allowed the user to click on enemy HP bar instead of their model. Also, while the option to escape is a good way to avoid bugged-out fights, it kinda makes the combat pointless in the game, as you can escape from every battle without any consequences.
It was also pretty weird that I could just run underwater like it was no big thing (made for a much shorter way between each castle! :P), but it was really funny when I got attacked underwater:

And even funnier when at one point I escaped the underwater combat and tried moving around the enemies, but kept getting stuck in their colliders. Maybe when you escape from combat the enemies should despawn?
The delivery system i realised was confusing after submission so i added some notes to the page to explain it, pick up happens automatically near a castle, drop off is manual inside shop unless you have >=20 deliveries then drop off is automatic outside castle as well, since you are at capacity. The amount you get paid is based on how far you have taken the goods for delivery. So you get 0 if you have just picked them up and put them back in the shop.