

The Combo System was neat but overall felt a bit inconsequential.

Focusing on the tiny character sprite and going to the top (where the pink arrow might or might not be obstructed by platform and bird colors) is a bit jarring.

I was ready to get blasted with Chiptune sounds haha. The sound effects where neat but the game was a bit quiet.That being said, knowing with what limitations you created the game made me appreciate it even more! I think you should still overlook their design once. Still you had much to choose from for the signals and arrows. So you did not go above the 16 color limit with the rainbow effect. It turns out to have very similar architectural bounds as the C64. I did a bit of research and found out about the Pico 8 Game environment.So why did you make the signals and arrows the same color as everything else? A little bit of variation could make things more clear in my opinion. If I counted correctly you are already above that with the rainbow effect, player and background colors. The C64 mentioned above could show 16 colors as a palette. My first guess was old school Amiga Consoles. Now I don't know the target system you where trying to emulate.Same goes for the blue color for the the pedestrians and signal. But then the delivery arrow and signal are the same color. I guess you signify the player this is an object you can touch for positive effect. But then there are Birds in the same color. Great! You already did a better job at communicating walkable surfaces than I did in my game jam entry. You tried to indicate platforms as being pinkish color. What doesn't fit the game well is the sheer amount of same colors used for everything.The form of pixel art is amazing, it reminded me a bit of the Atari games of old times.(Although my retro gaming experience doesn't go back quite as far. The game is highly original, what can I say, haven't played anything like this before.Perhaps it is a bit too easy to continue streaks but I mean for the Jam it is serviceable. I waited for almost 2 minutes to get my result, which was 50 packets. In my first run after I had understood the controls and objective a bit better, I had a lot of time left. Perhaps there should be a score system, rather than judging on time alive and packets delivered.Oh also I didn't notice it change much, do you get more time for higher score streaks? It wasn't very clear. The extremely over the top streak system was ingenious.It was sometimes hard immediately knowing where to go which is not what you want from a game like this. The Arrow pointing towards your goal was a bit far away from the focus of attention.But I also understand doing this would make the rooftop route always the best option. I would personally like to see them toned down quite a bit in spawn rate to make for a more rewarding experience hitting them, something special. The inclusion of the Birds being sort of flying springs that propel you forward a lot made for an extra layer of depth and skill, welcomed in this game! But there are quite many of them.The momentum is frantic, makes this game really unique! As an huge of the original Sonic The Hedgehog trilogy, this made me very happy.I'm so accustomed to WASD movement so at first I thought the game was only me Boosting to move.(Which would've been entirely plausible.) They weren't too hard to grasp, although I had some time to figure out I could move with the arrow keys, since you didn't point that out in your description. Nothing too daring but it gets the theme across very well. Another twist on the packet delivery subgenre, this Jam has spawned.Quite a little fun experience! Summary Adherence To Theme I hear your call for an overly complex review for Jam games? No? Yes? Maybe?
