Help Carrie the Kangaroo deliver mail as fast as possible—while doing as little damage to the mail as possible.


This turned out super unfinished, but hey, it's technically playable!

I tried to get the new Leaderboards implemented, but ran out of time.


Made by
Code + Art: baku

Sound + Art: Grace

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  • Tero Hannula
    Patron

    I really liked the music :D (put it on for writing this review) I played the game throughly, my total time was 3:21, damage 236.29% and combined score 91622. Now the idea for mechanic was fun, but yeah this entry is unfinished. Now controlling was bit of problem, maybe groundpound could have been just pressing down midair, with ability to chain groundpounds, as in delivery 6 you climb up several times to try that long jump. I tried few times do underplatform speedboost + walljump in there, but I decided it was too hard as I constantly got stopped "walljump" on small ledge. So I did what I had seen in Peter's stream. Lovely character and I would have loved to see Kirbyish graphics in this ^^

  • Mimpy
    Lv. 26

    I really dig the mail mechanic, it's an interesting concept and it perfectly links the gameplay with the character design. The little flavor text bits at the start and end are a nice touch too.

    I think a visual indication of which slopes are steep enough to start a slide would be nice. I found myself ground pounding different parts of the slope to figure out which part was just steep enough to make me slide, and it took a few tries in places to find the right spot.

    • baku
      Patron
      baku Developer of Mailbag Tag

      3yrs ago

      You're right about the slopes. At first I had only made the steepest ones work, after input from Grace I changed it to also work on the second steepest. In hindsight I should've just made all 3 types of slope activate the slide.

  • Zandy
    Lv. 8

    What a fun concept, great juice and acceleration and everything! My biggest piece of feedback would be in regards to the wall bounce -- I don't think it's self-evident enough to be taught by a text box, and I got pretty stuck trying to figure out how to make it work. Some more telegraphing would go a long way to make this move easier to learn.

  • Allison J. James
    Patron

    This is like someone made a demoscene game - loved the music and the little text effects and everything 😄

    The physics-based mail pouch was a neat touch, and a better implementation of that than The Trail: A Frontier Journey, the only other game I can think of with this kind of mechanic.

    I'd love to have seen this with world graphics - the art, animations etc that were present were beautiful, and I could have seen this look exceptional with world art of the same quality.

    Overall, very nice work, and a great entry!

  • Ethan Wake
    Lv. 10

    I love that you can see the mail bopping around in the pouch as you move. The elasticity of Carrie's sprite compliments the bouncy gamplay very well. Even though I did way too much damage to the mail, I kept ground-pound-jumping all over the place because it was so fun to watch. :D

  • Chris
    Patron

    Really well done game all around, looks and feels good and is fun. I really like the player sprite

  • Jason Newman
    Lv. 6

    What a great concept! The artwork and music were fantastic as well, awesome job!!

    Break Ship
    Submitted

    Break Ship

  • C0DERP1GLET
    Lv. 36

    This idea of carrying a bunch of fragile objects seemed very interesting when I saw it on the icon and it got me eager to try it out. However, throughout my three playthroughs, I don't think I ever considered it. There is already time, which penalizes you for your mistakes and makes you want to complete the levels without stopping. The backpack simply serves the same purpose.

    Of course, that does not take away from the fact that these controls feel awesome. The mechanics make for some interesting platforming, in a lot of cases where you have multiple options of how to progress, which I love. And the squash and stretch effect. Simply perfection 👌

    The introduction of the controls was very thorough. Although, it wasn't obvious how you got momentum. I cleared that wall jump introduction level and my entire first playthrough before I realized you had to jump while sliding (which is at least the only way I've found). But again, that proves how versatile the level design is.

  • Tydecon Games
    Patron

    Ever since I saw this get streamed, I've been excited to give it a go for myself and, now that I have, I can safely say that I hope my post never gets delivered by this kangeroo, especially with me steering her! The controls take a little getting used to but you've got a solid game here and it's a lot of fun, great job! :)

  • Brian LaClair
    Patron

    Carrie is an adorable character - loved the display of the damage the mail, it was such a cool touch!

    Getting the ground pound jumping to work right was pretty frustrating, and a restart button for levels would be amazing. I enjoyed playing it a lot though :)

  • Jackaroo
    Lv. 9

    I had a ton of fun with this. After my first playthrough I began replaying it trying to constantly beat my best time and score. Once you learn the mechanics it just makes everything much more fun. Gaining momentum and trying to keep it up with the wall jumps is just good fun and makes it satisfying when you finish a level quick. The art and animation on the kangaroo is great too. Whilst there isn't really any level art, I quite like the simplicity of it all. I could probably play this for longer but I have other games to play and rate. I'll likely be coming back to it though.

    The only things I will mention is, A restart button would be nice. Slightly annoying that the game closes when it ends or you have to quit completely to begin again.

    Also I didn't get much of the falling apart theme from it. I get it's to do with the mail being destroyed but it didn't really feel like it was falling apart much to me.

    But really those are minor things. I can see what you were going for with the theme and it only takes a few extra seconds to reopen the game.

    My best time is currently 1:08 and my score was 7633.

  • tfg
    Lv. 8

    Fun game! Art is cute as heck, and a very nice tutorial. One thing to consider next time, maybe give more control options, such as WASD. It would also be nice to be able to press x then down arrow to pound, instead of having to press down arrow first. Other than that, nicely polished game!