Delivery Squares

This game is from ldjam.com, which is currently unavailable.
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overall: 2.59
fun: 2.65
innovation: 2.95
theme: 3.15
graphics: 1.81
audio: 1.19
humor: 1.86
mood: 2.00
A simple HTML game about squares. Keyboard required (wasd or arrows to move, space to skip text).

I fixed the speed issue in v1.1.
The original is in the downloads so that they can be compared.

Controls
- WASD or arrows to move player
- SPACE to skip text or restart

How to play

Tiny squares around player indicate direction of sources, the distance of these squares change depending on the closest source to the player, orange square does not change distance as this is the direction of the city.

Four bars on the left indicate amount of squares currently in the city, the right four bars indicate the player's storage.

To collect squares follow the indicator squares around the character and hover over the same colored square to collect, then return to the city to deliver. Sources can be drained, when this happens the source will disappear and a new one will spawn in a new location.

The aim is to keep the bars from falling below the red bars, which will decrease your score by one every second for every bar below the red, red bars can be decreased by overfilling and they will slowly increase over time. Overfilling will grant a bonus to the score value for the resources that would have been consumed.

If your score reaches zero or one of the bars fall to zero it is game over. You can then press space to try again.

Difficulty

For those interested I've also added the relevant difficulty variables at the top near the script tag, so that the speed and difficulty can be adjusted, these variables are also available from the console when played from the downloads.

- consumptionRate can be set to 3.2 or above to make it slightly harder.

- playerSpeed determines acceleration.

- friction determines the deceleration.

- maxSpeed determines the players maximum speed

Known bugs

There's still some movement issues, for example acceleration not going to zero, so the screen might appear like it's flickering at times when the player moves without input, it can also cause some other interesting effects.

Acceleration and deceleration are tied to frame rate, which was a mistake on my part, but it shouldn't be a problem in most cases due to the speed cap.

Changelog for v1.1:

- Fixed a mistake with calculating the maximum speed for the player.

- Fixed the range for area blocks to give a better indication of speed.
Found a bug?
Tell us on Discord