Someone is up to no good... Welcome to DEVIOUS DELIVERY, where we deliver packages to our clients, even though they may not want us to. What's inside the box? Who knows? That's not what is important: what is, is making sure that package gets to where it needs to be, even if that means swerving around an army of surveillance bots.
Controls:
- LMB: move - RMB: pick up package/aim package/throw package - R: restart - N: skip level - M: go to previous level - Q: mute music - W: mute sound effects
Great entry, one of my favorites this jam! Music was on point, art was clean, and the idea and implementation were both great/executed well.
I did notice that you can cheese the game a bit by walking over the sentries -- this puzzle in the gif was still difficult even with this in mind, but it did essentially nullify the throwing boxes for breaking line of sight mechanics.
Fun game mechanic & nice game! The robots turn the corners really quickly so its sometimes a little frustrating when you feel like you know the solution but cant precisely position behind the box before they turn on you in like 1 millisecond 😄
I like the idea of the packages blocking the view of the guards, adding some additional functionality to some. But I am not sure about being able to throw the packages three times. I think this could also be explained earlier, before you have to use the packages as cover. But besides that, this is a nice little stealth game!
The controls were simple to use and easy to learn. Throwing the boxes felt good. The tutorials were clear and helpful. There's a lot of good instruction and feedback. The goal, the throw, the survellance range was always clear. The puzzle difficulty was just right for me. Each level (aside from the first) took several tries, but I learned from mistakes. Well done. This was fun.
I think this game was very cohesive, with nice art, great music and fitting gameplay. I really liked the challenge each level presented and trying to figure out what was the best way to get past the guard with the limited boxes you had. There was some very clever level design :D One thing which bothered me a bit was that making a small mistake was very punishing and frustrating. Especially when guards are turning it is hard to predict where exactly their cone of vision will be, so I was often just beside a box in their line of sight.
But that aside I think you made a really cool game! Great job! ^_^
Damn, this game was hard! Very creative, using a box as both the thing you're delivering and a tool to hide. I'd make a couple of suggestions:
* Make the player's LOS collision area more obvious — I first thought it was the character's shadow, but I guess it's just a 2D circle around the character? * Allow the player to stay inside LOS cones for a short period of time, I'm talking a fraction of a second, with some kind of indicator. I think the game could stand to be a little more lenient, and it would create some more obvious "close call" moments. * Get rid of the level start animation when restarting! It can be frustrating to watch the same camera move over and over on a difficult level.
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I did notice that you can cheese the game a bit by walking over the sentries -- this puzzle in the gif was still difficult even with this in mind, but it did essentially nullify the throwing boxes for breaking line of sight mechanics.
But that aside I think you made a really cool game! Great job! ^_^
* Make the player's LOS collision area more obvious — I first thought it was the character's shadow, but I guess it's just a 2D circle around the character?
* Allow the player to stay inside LOS cones for a short period of time, I'm talking a fraction of a second, with some kind of indicator. I think the game could stand to be a little more lenient, and it would create some more obvious "close call" moments.
* Get rid of the level start animation when restarting! It can be frustrating to watch the same camera move over and over on a difficult level.
Overall, though, well done!