Unstable Delivery
Unstable Delivery!
Welcome
Hey there, thanks for checking out our game!Pretty much all content (models, code, etc.) in the game was created during the jam.
Only the game engine (unity) and road & skybox tools were not created by us.
Unfortunately we did not manage to complete as much as we would have wanted to during the jam time.
However, as with our other jam games, we will likely upload one or two post-jam releases here in the next few days.
So keep your eyes peeled :)
If you would like to get notified of post-jam releases, post a comment saying so, and we will mention you.
Fun Fact: Our original idea for the theme was to have a mentally unstable, radioactive horse, trying to escape a collapsing stable/barn. Unfortunately we had difficulties making this work with the scale of a typical barn, so we decided for something else after several hours.
About
In this game, you are meant to deliver important goods to a delivery point.
However, there is a problem: the boxes you carry are not secured in place, and furthermore you should try to complete the delivery in as little time as possible
Important Notes
- When (or if) you're sent back to the main menu after completing a level, avoid pressing "Play game" and instead continue via the "Levels" screen.---
Known/Remaining Issues
(Many of these were resolved with our post-jam release)Bugs
- The way the boxes spawn, a few of them tend to bounce off right away- Losing all crates completes the level successfully
- Continuing via "Start game" after completing a level will break things
- The level does not get ended when you have lost all your crates, but they did not all land on the ground but on each other
- The main road in the desert map is not correctly connected, therefore the GPS leads the player around it
- Boxes can fly through the ground when *yeeted* with enough speed
- The speed of the car falsely depends on the framerate
- ... probably more. Let us know! :)
Unfinished / Not Implemented
- Audio- NPC cars which try to ram you (technically implemented, but currently not in any level)
- Completed levels aren't persisted (i.e. lost with game restart)
- Models aren't finished
- Maps need more work
- Lack of model variety
- Terrain (which isn't flat)
- More detail in general
- More levels
- The car controls can use a bit more work & fine tuning
- Score is not properly implemented
- ... a whole lot more
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Changelog - Post-jam Release 1
Released on October 10th/11th with several improvements we made bit by bit over the previous few days after the jam.Sounds & Music
- Added engine sounds- Added impact sounds
- Added music
Boxes
- Improved box spawning so they don't fall out of the truck at the beginningGPS / Navigation assistant
- Added line of arrows on the ground, showing the path to the destination via road- Changed GPS arrow to point straight towards destination
Level completion
- Fixed and improved score & level completed screen- Added minimum score to levels & level failed screen
- Fixed level completing successfully when losing all crates
- Fixed level not ending when crates fall onto each other instead of the ground
Levels
- Added levels City 2 and City 3- Fixed desert map main road not being correctly connecting, causing the GPS to lead the player onto a detour
- Adjusted desert terrain to match roads
HUD
- Added text displaying the current level- Replaced remaining time with elapsed time in HUD
Menu
- Added credits- Added options including audio volume & graphics quality preset
Other
- Fixed car speed depending on framerate- Slightly increased radius of wheel colliders so they match wheel models and the truck has a bit more room to get up ledges
---
Credits (in alphabetical order)
Development
- @0x89A- @GregGaede
- @LaserHydra
- @MrBlue
Modelling & Art
- @Deadman- @GregGaede
- @JajaItsJason
- @LaserHydra
- @MrBlue
---



Comments24
I would have preferred a direction rather than a gps tracker, that prevents us from foreseeing where we have to go...
The main thing that dragged the game down for me was the complete lack of audio, as I see with quite a lot of games and yes, it can be time-consuming, I think that adding any sort of audio, even the tiniest amount, can elevate the feel of the game dramaticaly.
I hope you will participate again in the next LD and implement some audio feedback, because I think this game was really cute :)
But, I enjoyed testing your content! the idea is well executed, despite the bugs recorded.
The graphics were very nice, great work! The movement of the vehicle also felt smooth and natural.
Pity about the missing sounds and music, those would help the game tremendously IMHO.
As you mentioned already, the score should probably reflect the time and amount of boxes delivered. Right now, there is virtually no challenge. Also, a simple time limit might provide a good adrenaline boost (and excitement with it).
Also I did not like the arrow very much. Far too often I was already going quite fast forward when the arrow decided it was time to turn. I presume that might have been an attempt to make the game more challenging, but for me it was a bit frustrating. I would much rather have a GPS with the highlighted road (either GTA-style on a minimap, or directly on the road, doesn't matter) so that I can prepare for the turns, as opposed to slowly backing up and retrying. Or maybe it could just point to the target directly and have the player figure out the way. Right now, it just slows the pace down, unnecessarily.
If you get around to releasing another version with some of the issues fixed, I would gladly revisit this game, please ping me if you do :slight_smile:
Anyway, congrats for finishing LD! You've done a lot of good work.
Haha the pile of boxes fell out at the beginning, although it is a bug, it is very impressive
I just wanted to say that the later levels are a bit boring, and some new mechanisms may be needed later. Then I saw the house in the sky at level 1-4. Hahahahaha
I want to address your feedback here and mention the people who left it, so they see my reply.
Don't feel left out if I didn't mention you :)
@blake-mullin @mimusangel @goldenevolution @martta @mvasko2
The navigation/GPS arrow seems to be a very common point in your feedback, and we will look at improving it. I currently have two different ideas for doing so, also thanks to your suggestions:
1. Point straight in the direction of the destination
2. Instead have an arrow or line on the ground in front of the car, pointing in the right direction on the street
@almightyzentaco @martta @mvasko2
Furthermore, the lack of sound is obviously quite noticeable and unfortunate. We'll also see whether we get a chance to add it with a post-jam release :)
We'd have loved to have added some sounds & music, but we really struggled getting our main functionality to work in time, and that was higher priority. Making additional (sub-)levels was unfortunately not one of the things we could have saved a lot of time on, since they were quite quick to make once we had the map set up.
@martta @drunk-wizard
I'm really glad you liked the driving. Implementing that certainly took a lot of our time.
It took 3 of us a collective 1.5 days or so to properly get it working after repeatedly scrapping it completely and looking at other possibilities and examples.
After switching to just a AddForce-based approach, we ended up back at the Unity wheel colliders and finally got them to work, after a lot of failed attempts.
While it does seem to be decent now, we'd probably want to tune it some more in the future as well.
@mimusangel @goldenevolution @wang-tianliang
The way boxes are spawned, falling out of the truck, is a known issue and it's definitely something I'd like to fix. The boxes should all start in the truck, positioned reliably, so you have a fair chance each time.
@nephelias @cloudlunar
Finally: more mechanics, variety, and levels would of course be great to have, and we'll also perhaps try to get at least a bit of that into our post-jam release(s). Additional mechanics could include the mentioned NPCs, a time limit, other types of transportable items with quirks, different driving environments in different levels, and of course much more.
We had incredibly little time left to make the levels, so I'm glad it was enjoyed at all.
A similar game which @evgeniya-zapolnova and their team have created is quite a good example of additional mechanics, which I found to be a nice touch.
I hope I addressed all your feedback and am looking forward to possibly get more feedback from you guys for post-jam releases.
:slight_smile:
Also if you use Blender for your 3D models there is an awesome tool for making buildings really fast called building tools https://github.com/ranjian0/building_tools
I'm glad you guys enjoyed the game.
@codechomper
Thank you for the suggesting that building tool. We'll try to keep it in mind for future projects.
@khaotom
It's nice that you've indeed found a different way to look at the fact that the crates often fall out at the beginning. Though, since it's generally considered unwanted for us and most of the feedback so far, we'll likely fix it.
@proxy-games
I totally agree with you and the others that sound is likely one of the most important things missing.
With our post-jam release, I'll try to get at least a bit of sound into the game.
It's also interesting to see that you did in fact like the arrow pointing along the street. We have since adjusted it a bit, but don't worry, road navigation assistance is kept!
Thank you for your kind words about my response. As I mentioned I was honestly a bit overwhelmed by the positive comments, and would love to improve on our game with the feedback you guys have given.
---
Lastly, we've been working on a few things for our post-jam release. While it's not done yet and I'd like to add some more improvements still, I can share a little teaser in regards to one of the prevalent feedback points: our GPS / navigation assistant.
I've changed the arrow we've had to point straight towards the delivery point, but added arrows on the streets additionally to help with navigating those:
@mvasko2 It took a little longer than I hoped, but we finally got around to wrap up the post-jam release we've been working on. The download link was added to our LD page here, along with a changelog.
I hope you'll give it another go and hopefully the most pressing problems have been resolved. :)
The music, sounds and the arrows all help the game a lot, good job!
There are still a couple of little things that should IMHO be looked into:
- While it's a huge improvement that there's a minimum score (there's at least some kind of challenge), I would like to see real-time feedback on how I'm doing. Maybe show the current calculated score in the GUI while I'm playing? The thing is that I have no way of telling if I am going to fail the level before I do.
- The boxes still tend to glitch out sometimes. The situation is improved by a lot, so they don't fall off at the beginning, but on some occasions, all the boxes were shot in the air after what I thought was a tiny bump.
- The world should be filled with interesting and/or challenging stuff. The NPC cars that you mentioned in the description would probably help. Also some traffic would make the cities come to life (and provide some challenge, since you would try not to bump into them).
- Maybe it should be harder to go for the target off-road? While the arrow is much more helpful now, it makes it a bit easier to cheat now :slight_smile:
In summary though, this is definitely a step in the right direction IMHO, keep it up!
Also, if there's ever another version, I'd still like to be notified :slight_smile:
Most of the things you mentioned I have had in mind and totally agree with.
Our scoring certainly needs more improvements, and as you mentioned, more information about how well you're doing would be good. You do currently see how many boxes you've still got in your car and the time you've taken, which are basically the factors used to calculate the score, but it still can be improved.
In regards to the boxes, there's been some back and forth. We originally fixed the box spawning by spawning them in a perfect grid, but then they ended up being positioned so perfectly that it was actually somewhat difficult to lose any with our truck. So I deliberately adjusted it so that boxes spawn with a bit of a random force applied to them so they don't stack quite that cleanly.
I haven't had all boxes jump out from a little bump in my testing, but that certainly may need more tweaking. Perhaps a bunch of these issues would also be resolved by using things & shapes other than cube shaped boxes as cargo / transportable items.
The world needing more detail & generally a bunch more work is something I totally agree with. Creating the maps & levels is something we did in very little time just around the deadline, so there is much to be desired. And with our post-jam release here, I was mostly focused on fixing bugs and improving mechanics rather than working on the maps (other than some things here and there, such as the desert terrain).
Finally, we actually have a task "lying around" to have the truck / vehicle behave differently off-road, but that is just something we hadn't prioritized and haven't gotten around to.
I am honestly not sure whether there will be another post-jam release for now, but I will let you know if/when there is.
And again, thank you for the additional feedback and trying out our improvements. :slight_smile: