
Spacial Delivery
No delivery too small, no obstacle too large!
You are the AI in charge of deliveries aboard a massive colony ship.
The ship has been overrun by hostile alien creatures…. but your primary directive remains the same— deliver all packages according to schedule!
Controls
Note: Keys are rebindable.
(You can unlock all levels by clicking on title 10 times, if you want to skip levels)
Action | Input |
Move (Left, Right) | A, D, Left, Right, Left-Stick |
Jump | W, Up, XBox A |
Interact | Enter, Xbox X |
Next View | Tab, Right Shoulder |
Previous View | Shift+Tab, Left Shoulder |
Switch to AI View | 1, D-Pad Left |
Switch to Little Robot | 2, D-Pad Up |
Switch to Carrier Robot | 3, D-Pad Down |
AI-Robot View Toggle | Space, Xbox Y |
Slo-Mo Toggle (AI Only) | Left Shift, Right Shift, Xbox B |
Zoom(AI Only) | Scroll wheel, Right Stick up/down |
Indie Game Clinic Collab Jam `25!
The theme for this jam was "You are not the main character". This game interprets this as the main characters are the space marines (which make an appearance in late levels) vs robots that deliver them ammo and other things. After all, if your ship is under attack, you still need a functional delivery system! You, the player, help fulfill that role as an AI computer (for which time slows down), a package carrier robot, and a helper robot (aka decoy or alien-chowder).
The team formed via answers to a itch.io community post. The developer (me) who started searching for a team thought that maybe we wouldn't get any takers (happens often). But luckily we got some truly awesome developers and artists to join together and make it all happen while working our 9-5's.
The team consisted of 4 intrepid game developers: one game and level designer, one Godot programmer, one pixel artist and one composer. (Team members listed below.)
All told the team worked well north of 200 person-hours on this game! And we all very much hope people enjoy it!
Team Collabracadabra
Game and Level Design | Michael E https://itch.io/profile/brokenhand/ |
Developer |
Jason Lothamer https://jlothamer.itch.io |
Lead Artist |
Smithy Games https://smithygames.com/ |
Composer |
Sam Almighty https://www.youtube.com/@samalmighty1313 |
Credits
See credits menu in game for full list of all works not made by the team.
Updated | 2 days ago |
Published | 21 days ago |
Status | Released |
Platforms | HTML5 |
Authors | jlothamer, SirShrugsalot13, Smithy Games, BrokenHand |
Genre | Platformer |
Made with | Godot |
Tags | Godot, No AI, Pixel Art, Puzzle-Platformer, Space, Stealth |
Development log
- Post Jam Update2 days ago
Comments
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This complete of a game is incredible for only 30 days. I really enjoy the premise, and the intro with the console is genius. I especially liked the subtle irritation from it. The art style is perfect, and I was really blown away by the repair animation. The music adds lot of character. It's pleasant and colorful without being overshadowing. All in all it seems very promising!
I did have a couple things stick out while playing. I loved the level design, especially how it wrapped around nicely. I did, however become softlocked, as the carrier robot had died with the package on the other side, with an alien right next to it. I'm okay with setbacks in a game, but the alien stayed in the narrow chamber outside the door.
A couple small things that I think may help to add some snappiness to the game would be having the AI spawn from the robot fresh each time. It took a bit of time to navigate each time, especially with quick swaps. I think a pause feature could also help (unless it was there and I missed it). This is also super small but the woosh on the jump seemed a bit superhero-y, and something clunkier and heavier may make it feel more tactile.
Great job! Really fun game.
Thanks for the compliments! I’ll make sure the team knows about them and about your great feedback!
Do you know what level you were on when you were softlocked? We would like to eliminate these sorts of situations if we can.
We’re working on the AI placement, but I must say that if we did move the AI to the robot each time, then you could never park the AI at a door you want to close before it gets a robot. However, maybe something could be done where switching also makes the AI move. . . . We’ll work on it.
Sound was a bit of a last minute thing and I didn’t have time to go into detail. So, we’ll look into updating things on the front too.
Thanks for you feedback!
That makes sense, I think the difficulty is going to be proportional to the reward in terms of gamefeel. It was the second level at the door in the center. Sound is obviously not the highest priority in a game jam (as a sound person lol), so I totally get that. It's a super small thing, anyway.
Very cool game!
Fun puzzles, nice looking characters, good controls, and really fitting music!
Thanks! We’re glad you liked it!
very cool! love the lil guy robot
Thank you! My goal was to get you to be real sad if he died.
Thanks for game)))
You’re welcome!