No Delivery v1.0 COMPLETE Release
Added 2019-09-27 00:30:29 +0000 UTCNo Delivery is COMPLETE and OUT NOW!
You're hired! Ready for the night shift?
https://horror-n-oates.itch.io/no-delivery

Check out the release trailer!
Don't forget to check out the Stezzoni Pizza Webpage!
(Ask your parents' permission before going online)
Comments
Thanks for the comprehensive feedback! It took a while to get the item economy down while following feedback from players unfamiliar with roguelikes. A lot of the design cues are taken from Bloodborne and its chalice dungeons, though a good amount of design is from Darkest Dungeon as well.
2019-10-05 19:14:03 +0000 UTCFirst of all, congratulations! You've made a really cool game with a very uncommon vibe! However, if you ever decide to work on a no Delivery v1.1 or something, I think you should take a look at these following things: Game balance: Stunning enemies with certainty, more specifically via the Drowned Waiters' Entangle and the portable camera, trivializes the fights. Both skills are very cheap, but entangle especially is way too cheap for what it does (essentially 1/2 food and can stunlock bosses. In comparison, the Delivery boy can do a bit more damage with 1 food). After I realized that stun is broken, I didn't get to see a single boss attacking. Also, I think the game is too generous with its resources by the time you get to the mid-game. Killing an enemy with 4 ammo and gaining 75$ means you can buy 7 ammo afterwards, essentially giving you infinite money as long as you grind. Throughout the game fights should always feel like they do in the early game; unpredictable and dangerous. Right now they just start to feel like a grind. Personally I think ammo and disposable cameras shouldn't be sold anywhere, except on random encounters on wrong turns. Also, I understand that it's hard to balance the economy when characters can end up dying and fresh resources are needed. One possible way to mitigate this problem would be: whenever you start a shift with a new employee, you always gain a few fixed items, depending on the employees' class (for example, a freshly rolled Security Guard would always start his first shift with an extra 3 flashlights and 1 ammo). This way you could afford to cut down on the number of resources gained throughout the shift, which would promote more desperate encounters and deaths, as the number of resources would dwindle faster throughout the nights. Also, speaking of wrong turns, I think that at the end of the day, I believe that procedurally generated content and horror don't match up that well, as good horror needs to have carefully crafted ambiance (that tends to diminish with repetition), and procedural generation will inevitably create repetitive content that ends up dispelling the ambiance you created instead of building upon it. The first example that comes to my mind is *SPOILERS* the final wrong turn (whose mere title gave it a solid head start in the spooky department) ended up being completely weighed down by a lengthy and essentially pointless sequences of random encounters (partly because by this point no content can ever pose any kind of threat). I felt that even just skipping the whole wrong turn and going straight to the boss would have made for a more fluid moment. If the procedurally generated content is absolutely here to stay, then I think there should at least be more variety to its pool of rooms. That's all I can think of right now! Sorry for being pedantic, but I think this game could become even better with just a few adjustments ;)
2019-10-05 16:00:16 +0000 UTCHey congrats on completing it, and thanks for playing!
2019-10-03 05:05:16 +0000 UTCCongratulations on releasing the game! I've already 100%ed it as far as I know (Museum). I enjoyed it, thought the 80's style VHS was done really well. Think the best part was definitely something something curtain something.
Smik
2019-10-03 01:57:40 +0000 UTC