Controls: WASD - Directional Movement
Enter - Send Letter (aka 'Shoot')
Space - Drop Package
The city of Postown needs you! Everyone's mail is falling behind, and you are the only plane with a pocket dimension big enough for all our mail! Fly through the air, drop packages on customers, and most importantly, deliver the mail by throwing letters in the air! Yes thats how that works!
There is no time to explain, you are our only hope!
Credits:
Some sound effects created using Bfxr, a waveform sound generation tool.
Music created with Sunvox & its standard library of instruments.
Audio & visuals are created by me.
Made in 48 hours.
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Lv. 9
Nice game! Good idea and nice executuion! The music and sound effects were great and the game was visually quite nice. Great job, solid entry :D
SubmittedTrinity Typing
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Lv. 19
I love the idea of classic scrolling shooter mechanics turned non-violent!
I had only a couple of issues with the game, regarding the spawning of planes etc.: Sometimes nothing would spawn for probably a whole minute so you'd be just flying forward idly. On the other hand, sometimes there would be so many on-ground customers that you couldn't possibly deliver to all of them even if you spammed the button as fast as the game lets you.
A very fun entry, I enjoyed it! The voice acted "thank yous" were a funny touch!
SubmittedPaint Fast
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Lv. 12
Yep, another game that broke my expectations. It was pretty fun! Kudos to the audio feedback for what's happening on the screen because sometimes visual just wouldn't do it lol.
Got to level 3 with score 268100.
Edit: I just beat level 3 and gave up because it was too long and now I realized i should have written my score... Well at least I can say I got really powerful heh...SubmittedSpread a Smile
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Patron
Ahah the level generation kinda gave up after the mid point of the second level :'D
I think my biggest issue with this game is the lack of variety, the way to deal with planes and blimps is the same, and I would have loved to see enemies with more "HP" or different flying patterns, even if that meant the game was a lot smaller overall.
But I understand there was a lot of different parts and graphics and sounds fit very nicely with the idea. I also liked that planes were still active after a successful delivery, it took some time to adapt to this (it's also why I think more patterns would have been exponentially more interesting). Also, out of all my deliveries, I think I only got 2 or 3 "you're my hero" 😋
Oh and... is that +1 life working? I'm pretty sure after the second level I had 4 times the score needed 😅
SubmittedThe Other Cheek
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Patron
I don't know what it is, but I really found the idea of this funny - I was laughing throughout my entire playthrough. Just the idea of firing high-speed post at planes and dropping parcels onto people and them all getting exactly what they wanted - to the point of printing their thanks onto the top of zeppelins in mid-air - was a really entertaining twist on what would normally be extremely violent, but in this wasn't.
This was really fully formed, with good graphics, fitting music and sfx and fun "thank you!" voice lines, nicely wrapped, easy to get the hang of, and just flat-out fun to play, too.
This is basically Paperboy but good!
Excellent work, here.
SubmittedStreet Lover
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Lv. 16
I appreciate this game's sillyness. The visual style and sound design works really well to sell the concept too. The powerups get a bit crazy at the end, but I'm not sure that's a bad thing.
SubmittedEaster Bunny Breeder
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Patron
I was reminded of the retro top-down plane shooters of early windows days and games like 1945 but parodied to be delivering mail - I like the parody style and concept and was pleased when the guy I was delivering to called me a hero (always thank your post workers!) - this was a fun game to play but I think there are a few small things to consider for your next jam. When it comes to the score and GUI, I always find it's better to try and integrate it in to your game rather than it be text on the side, it just makes it feel more involved and when you are focusing on the gameplay, it's easier to see these stats using iconography rather than words. That being said, the tutorial/introduction was done perfectly because it was not overly wordy - just "shoot this" and "avoid that", nicely done! The only other point I'd make to consider for improvement would be using two closer keys for shooting. Though that's an easy adjustment to make for future reference. Overall, a solid concept, a funny parody and a fun entry with just a few small quality-of-life upgrades that more time might have allowed you to make. I hope you continue to enter these jams in future :)
SubmittedMeditatinator
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Lv. 2
Hi Tydecon Games!
1945 was one of my favorite SHMUPs as a kid so it wasn't a hard choice to make this a kind of parody based loosely on it.
The sidebar GUI was one of the weakest parts of my game outside of the wonky control placement, I would have to agree. I originally wanted to have nice, colorful, bubble letter sprites that fit the theme of the game. Unfortunately I ran out of time and had make due with absolute bare bones for the GUI. The biggest time-sink I had identified was actually the music and sound effects, but with every jam I'm getting better and faster at making my own music so hopefully that'll free up more time for actual game making.
I ma glad you appreciated the tutorial indicators: I had made the mistake of having a wall of information for my Ludum Dare 50 Jam entry And Them You Fall in place of a proper tutorial. I had made the decision, based on what I learned, to dedicate time to an integrated tutorial with a carefully hand-crafted 1st level. My goal was to teach without being intrusive in a way that fit the arcade-y aesthetic.
Thank you for your review!
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Lv. 43
I have a strong soft spot for top-down shooters.
I’m not good at them but I do like them a bit. And I had a bit of fun with this game.
I think the controls where a bit of a mess, enters not the best shoot key, and my hands started to cramp from the strange placement.
Also the thank you’s while nice, need a few different variances to make it less grading on the ears. Maybe a bit of pitch shift or just 3 different recordings that randomly.
Either way, nice job on your first gm48.
SubmittedLost Child
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Lv. 2
Dear Singleshot,
Thank you for your honest feedback. The controls would have benefited from play-testing with other people. I'll do more research into the genre and their default button mappings in order to determine what would be the best placement. I'd like to be able to get key rebinding down for future jam games too, as often what works for one person just doesn't work for another.
For the audio recordings there were actually 3 different recordings, but due to relying on true randomness (versus something else like a cycling shuffled global ds_list), it played a lot of the same audio clip repeatedly and others almost never. A pitch shift would have worked wonderfully in this instance.
Thanks for playing!
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Patron
Solid shmup gameplay, great art and sound. The voices added to it, it was fun.
SubmittedThe Space Man Who Thinks of the Sea
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Lv. 2
Hi Chris,
Thank you for your review! I'm glad you had a good experience. It was a lot of fun recording the voices and adding them into the game, I was channeling some incredibly corny energy. I originally wanted to bitcrush the audio to make it sound like something out of Paperboy, but I ran out of time.
Thanks for playing!
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Lv. 2
Took me a while to work out you could move but had fun when I worked it out.
Things I liked: The music was very nostaligic. The movement was slick. The artwork was really fitting for the game and it was immersive.
Things I didn't like: Not much actually. All-round this was a decent entry!
SubmittedHappiness Escape
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Lv. 2
Hello Poontangular,
I'm glad you liked the game, and I'm glad you eventually found the controls. The music was a particular challenge for me, I am by no means an musician but I worked really, really hard to be able to deliver a bright, melody heavy track inspired by games OSTs like Pop'n TwinBee, Tetris Plus, and Sonic Robo Blast 2.
I also am glad you liked the artwork! For my Ludum Dare 50 entry, And Then You Fall, I had received criticism from a mid-sized streamer about the art style 'being too much like images'. I decided to lean into that a little harder and spend more time improving my style and dedicating more time to the art itself.
Thanks for your review!
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Lv. 2
Great job on all the sounds and visuals, the world below appears to be so full of life and detail.
I didn't know I was supposed to shoot at the planes at first but they seemed to add to score whenever you shot them mail.
It got really hard in the 2nd level with all the planes coming in, maybe I was just trying to hard to hit every delivery lol
I like the different elements of gameplay between the balloons, planes, people, and powerups that all provide gameplay that keeps you on your toes
SubmittedYawn Please!
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Lv. 2
Hello HOPL, thank you for your review! I enjoyed doing the background, it was an intense amount of work but I loved every second of it. I took inspiration from the very first Grand Theft Auto and an old Newgrounds flash game called Stick RPG.
I'm not surprised the difficulty spiked a bit too much, the 2nd and following levels were actually procedually generated due to time constraints. As such they lack the polish from playtesting. I would have liked to continue to build every level by hand up to at least 4 levels.
With the planes; I was a little worried about the communication with the goal. As this is an arcade game, it is missing important context clues that come from a cabinet or supporting materials, so I did attempt to make goals clearer by adding in an adaptive tutorial to help guide you on what to do. However, it was not implemented for the planes, a casualty of time constraints.
I very much enjoyed being able to cram in gameplay variety into this prototype, it was a lot of fun bringing nearly every idea I had to life in such a short amount of time. I'm glad that you enjoyed.
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Lv. 3
Scratches a raiden itch I had completely forgotten about lol. I was a little confused at first but managed to piece it together. Sound effects generally pretty good, graphics pretty good, the game speeding up as you progress screams to me as an obvious next step (if it doesn't already, I died pretty early hehe). Was shooting away the power ups meant to prevent you from just holding down shoot? Was interesting either way. Nice job.
SubmittedWe The People
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Lv. 2
Hi Stratemagician! The game does speed up as you progress through levels, but its too slow of a progression in my opinon and could have benefited with more playtesting and dedicated time for polishing. The powerup shooting was lifted from a game known as Pop'n Twinbee, one of my childhood favorites. The point of the game mechanic is to create a risk-reward system for powering up powerups by juggling them with shots, but you risk losing the entire power-up if you don't manage to collect it. It also happens to be a side effect to block shots, which creates game play variation and more risk. Thanks for the feedback!
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