RogueLike Delivers
OurRogueLikeDelivery
(post a screenshot)
@chucks-feed-and-seed
@juutis
@someone
@beancrumbs
@ripz
@coffee1207
Quest Scroll: Image by macrovector on Freepik
Game_52_2.zip is original Deadline Upload, others have bugfixes
Rogue_like_Deliveries_5.zip is bugFixed Windows build.
- Buttons Showing wrong Text (fixed)
- Weapon toggle button was hiding maxHealth stat in stats, (now fixed)
- Tutorial texts not being displayed correctly (fixed)
- Enemies not aggroing correctly
- Dead Enemies Sometimes Blocking path fixed (this could cause the final level to be impossible to complete)
- Merchant Rerolls fixed (they simply had their effect set to addHealth instead)
- Enemies not aggroing correctly (now really fixed)
- Night Levels were impossibly dark on some monitors (they were not on ours) -> now brighter
- Tooltips sometimes got stuck on screen (now fixed)
- Startgold Was not reset between runs, (if you had the startgold book on your first death you would get 300 on your second 600 on your third 900 etc instead of it staying at 300) (now fixed)
Ausstein - Code
yaboiHz - Level Design
- Right Click Move
- Left Click Interact/Attack
- C cycle Weapons
- T Toggle Indicator Arrow
- Space let go of cart
- R restart level if stuck
People that have Beat the game:
(post a screenshot)
@chucks-feed-and-seed
@juutis
@someone
@beancrumbs
@ripz
@coffee1207
Attribution
Quest Scroll: Image by macrovector on Freepik
Changelog
Game_52_2.zip is original Deadline Upload, others have bugfixes
Rogue_like_Deliveries_5.zip is bugFixed Windows build.
(Bugfixes Day 1: 12:17)
- Buttons Showing wrong Text (fixed)
- Weapon toggle button was hiding maxHealth stat in stats, (now fixed)
- Tutorial texts not being displayed correctly (fixed)
- Enemies not aggroing correctly
- Dead Enemies Sometimes Blocking path fixed (this could cause the final level to be impossible to complete)
- Merchant Rerolls fixed (they simply had their effect set to addHealth instead)
(Bugfixes Day 1: 12:35)
- Enemies not aggroing correctly (now really fixed)
(Bugfixes Day 1: 13:41)
- Night Levels were impossibly dark on some monitors (they were not on ours) -> now brighter
(Bugfixes Day 1: 14:04)
- Tooltips sometimes got stuck on screen (now fixed)
(Bugfixes Day 1: 14:32)
- Startgold Was not reset between runs, (if you had the startgold book on your first death you would get 300 on your second 600 on your third 900 etc instead of it staying at 300) (now fixed)
Team
Ausstein - Code
yaboiHz - Level Design
Controls:
- Right Click Move
- Left Click Interact/Attack
- C cycle Weapons
- T Toggle Indicator Arrow
- Space let go of cart
- R restart level if stuck
Tags: #roguelike
Tools: Unity



Comments59
The controls are not that great though or at least my character didnt really want to do what I told him. Maybe the attack cooldown is just way too long?
Extremely impressive for a 72h game though.
There was a tiny bit of camera jank, but it work well enough to be playable! The biggest flaw for me was the mouse controls, and a few times I had a lot of issues with merchant UIs showing up when they weren't supposed to.
Overall: 10/10 would haul wagon naked again. You should be very proud! Keep being awesome.
The variety of weapons was good and being able to see the difference in each stat from my current weapon in the shop was a great detail to include for a game jam. Once I had a lot of weapons it became a little hard to manage them; maybe a hotbar or some way to sell your old weapons would be good, unless there was a way and I missed it.
Also, the ranged weapons seemed a little hard to aim, or maybe it just wasn't clear when I was hitting an enemy with them? Some control over the camera might have helped, but overall you did a good job of framing everything from the right angle for a fixed camera.
Overall the game was great and replayable, especially with the stat increases from the books staying permanently.
I do love games about numbers that go up! Feel a bit like the cart-pulling aspect was kind of tacked on, though, since the game was clearly more interested in exploring the fighting mechanics rather than the traversal mechanics.
It was fun though. Good job! Overall it's a pretty decent entry!
with the weak butter Knife Equipped haha
Very cohese visually, but the lack of sound really hurt it. I just tried the web version, so maybe the other ones have sound. One thing I noticed was that while moving, especially horizontally in town, the character seems to have some judder. The environment moves smoothly, but the character doesn't.
Walking around and doing the missions worked well, although combat felt somewhat clunky. I missed some sort of loading once you chose a mission, at the first one I thought the game had frozen, but after a while I got into the delivery/fight area.
From the second mission onwards, an empty dialog appeared. Not sure what should be in there. Also, I had no idea how to check how much money I had. The merchant at the right disappeared after the second mission, but after some more missions it returned.
Kind of a grindy experience, with a little more polish and some sounds it would have been pretty neat.
Thank you so much for the Feedback :)
not every town has two merchants. If you hover over the village name in the contract, you can see the merchants that will be available in the next village.
Your Money should be in the top left as you can see in all the screenshots here. What aspect ratio are you using? We did test most common aspect ratios.
and yes we did run out of time for music :(
"From the second mission onwards, an empty dialog appeared. Not sure what should be in there. "
yeah it's a bug I am aware of, have not tracked it down yet tho.
I had the most success on my first run, but I didn't buy a potion when I had the chance which was a big mistake :(
I think my success was largely due to finding a sword which was really strong. I tried out the bow on another run but it was really hard to aim.
I'd love to see some more mechanics around the cart, and longer levels. Maybe instead of going back to the main hub after each encounter, there could be several encounters before going back? I wasn't really a fan of the camera zipping around, it was kind of dizzying.
I have some Sound libaries from the Asset store with fitting music, but I might come back to you, if we actually continue to work on this. :)
Other than that it was rather nice.
Could have used sound though.
Other than that it was a good play
But maybe it is a also little bit your frustration talking? Several players now completed the game which means they enjoyed it enough to play the ~ 45 min required to do so. You, on the other hand, made a less complex game with more people and yet, somehow, yours is more broken...
Personally I have learned a lot from this project, which is always my main goal for any game jam. So I don't regret doing this :)
I had some trouble figuring how to push the cart and the combat system feels a bit clunky. I should have spend more time gathering armor before going for that one hard mission :s
I'm not a huge fan of this kind of game but I love yours. Good job and take care
A good amount of content and things to upgrade. Great job.
The final fight was really easy compared to some of the others with massive armies.
The fixed camera worked well but it was annoying getting piled on by enemies from just off screen. Happened a lot in the desert level when wanting to use the bow.
Melee combat didn't feel great at first, the guy doesn't attack towards the cursor so turning to fight someone behind you wasted a swing. It felt you should be able to do something other than stand there and take damage in the long cooldowns.
Also it would be nice to discard weapons. Switching between your best bow and sword was a pain when you have too many.
I lost the scroll I was delivering on the mountain town level, luckily it didn't matter.
The night map could often be cheesed by getting the enemies to fall in the water.
The starter bow book didn't seem to do anything.
I occasionally encountered enemies that didn't fall over on death. That was confusing the first time it happened.
The environment can clip through the health and armour values. I also had it that the right click trace hit something in the foreground so could only run towards the camera.
I was surprised how long it took me to notice the cart wheels don't turn.
It's a bit rough on the edges, though. I think the following things would need some polish for the experience to be a bit smoother:
- Some additional feedback for hitting enemies and getting hit. Yeah, there's the health bar but it only appears when you hit someone for the first time, so some additional indicator would be really nice. In the beginning I had really no idea if I was hitting them with my butter knife (turns out I was out of range).
- The camera was awkward at times. Especially in the snow fort level where you have to go uphill. It's really hard to see what's up ahead.
- Ranged weapons were hard to aim with and overall kinda janky with the animations and projectiles. Once I figured out where to aim, though, my bow felt really overpowered. The enemies simply died before getting anywhere near me.
- The enemies would often get stuck in obstacles (which frankly made the bow even more powerful :sweat_smile:). I suggest you check out Unity's NavMesh. It's super easy way to get basic pathfinding into your games.
- Your weapon resets when the encounter starts. A minor inconvenience but still frustrating when you always have to re-select your weapon.
- The green texts on the items are a bit hard to read. I'd suggest you increase the contrast between the text and the background.
Nevertheless, this was a thoroughly enjoyable entry and I spent a good 30 minutes playing it!
> The final fight was really easy compared to some of the others with massive armies.
I know :( this was one of the first things I complained about to @yaboihz after the game was done, he was responsible for balancing, but we were tight on time as you can probably imagine. Also Armor is ridiculously OP at the moment, once you reach i think 700 you are invincible.
I will consider all of your feedback for a potential post jam version. Most of it came down to the large (over-)scope of the game, so it was impossible to fix everything.
Thanks again for the detailed feedback :)
Another very detailed review! Thank you soo much :)
>Some additional feedback for hitting enemies and getting hit. Yeah, there’s the health bar but it only appears when you hit someone for the first time, so some additional indicator would be really nice. In the beginning I had really no idea if I was hitting them with my butter knife (turns out I was out of range).
yes that was on the very top of my list of things to do, right after music and SFX. One more day and it would have made it in for sure
>The enemies would often get stuck in obstacles (which frankly made the bow even more powerful sweat_smile). I suggest you check out Unity’s NavMesh. It’s super easy way to get basic pathfinding into your games.
yes I have used NavMesh before and similarly it was on my list of things to add to the game, but time ran out
Ill also keep the other things you mentioned in mind for a potential post jam version. Most of them were on my list anyway :)
Thank you again soo much for the review!
I can add very little to the comprehensive rundowns of potential improvements, but would like to report I bug I encountered. On the snow fort map one of the very first enemies got stuck in a tree and would neither react to me, nor could I damage it in any way, preventing me from finishing the level. I endet up getting him unstuck through resetting myself, but that cost me the last 12 lives I had and since I could not shoot him uphill, I got instantly killed on contact.
If you decide to keep on developing it post jam, I would definitly give it another shot and maybe even manage to beat it :D
may I ask why it prevented you from finishing the level?. You can always just ignore the enemies. Going on a pacifist run with just armor and movement speed is intentionally a viable strategy ;)
Oh yeah that's an issue... on that gate you sometimes have to wiggle around a little bit so the cart hitbox actually passes the gate. That will be fixed on the post jam version.
It has the camera angle of a third person game, but the mouse controls of a typical top-down point & click rpg/rts game. I have seen 3rd person WASD controls, top-down WASD controls, top-down mouse controls, but never a 3rd person mouse-controls. I think the main problem is that with a 3rd person camera & mouse controls there is no way to rotate the camera and see things behind you.
The combat system is currently that where you have to repeatedly click on the enemy to attack.
I think it would be helpful to lean either to the "click on enemy and it will automatically attack that enemy until they die or you click elsewhere" combat style (like runescape), or alternatively a system where you do have to click each time, but each click is a challenge (for example skillshots), so that it would not feel like repetitive clicking. :smile:
About the controls, I think the way they came about was the order of operation. The first thing I implemented was the player movement with the cart to the goal, only later I added the combat. And I was quite happy how the movement with the cart worked :)