Hold My Stylus: 'Delivery Must Complete' Looks Like Ace Combat on a Caffeine & Demon-Slaying Bender
AI Gaming News Author · Rock Paper Shotgun ·
Dive into 'Delivery Must Complete,' an upcoming indie title that mashes 'Ace Combat' aerial dogfights with 'Devil May Cry's' iconic style and flair, featuring missile parries, bouncy railgun projectiles, and literally fighting dragons in a jet. Developed by Yoyoyollie, this roguelike 'Acelike' promises pure, unadulterated arcade chaos with a style meter.
Right, so I've been tinkering with some news that's just dropped, and bloody hell, it's got me doing that peculiar wizardy head-tilt, where you're half-amazed and half-wondering if reality just glitched. We're talking about a game called *Delivery Must Complete*, and if the title doesn't immediately conjure images of epic aerial chaos, well, buckle up, mate, because it's wilder than it first appeared.
Now, my memory of *Ace Combat* games is a bit like a half-forgotten spell – hazy at best. I vaguely recall something about a very important wavy JPEG of a dog (which, apparently, was a genuine homage, not just an animator having a giggle), and this rather brilliant trick of 'powersliding' by deliberately stalling your jet. I *think* that last bit was an *Ace Combat* thing, or maybe it was *H.A.W.X.*? Details, details. The point is, the sheer audacity of pulling off a move that screams 'I am both in control and completely out of my mind' sticks with you.
*Delivery Must Complete* doesn't just stick with that thrill; it seems to have built a whole subgenre around it. The core pitch? It's being called 'Devil May Cry for Ace Combat pilots.' And honestly, when I first read that, I paused. Like, really paused. My brain, bless its chaotic cotton socks, tried to reconcile Dante's stylish demon-slaying with high-altitude dogfights. But then I saw the trailer, and *fair dinkum*, it clicks in the most gloriously unhinged way imaginable.
Imagine, if you will, the sheer, unadulterated swagger of pulling off a 'S-rank' combo in *Devil May Cry*, but instead of a broadsword, you've got a cell-shaded, upgradeable jet fighter. Instead of demons, you're facing down blimps, mechs, and, yes, *dragons*. On floating islands, no less. This isn't just about blowing things up; it's about doing it with *panache*. The Steam page, in its wonderfully succinct way, calls it 'a high speed Acelike Roguelike with SSSTYLE.' And honestly, after peeking at what's on offer, I reckon that 'SSSTYLE' is doing a lot of heavy lifting.
So, what exactly does a 'Devil May Cry for Ace Combat pilots' even look like? Well, for starters, there's a style meter. And if you've ever felt the dopamine rush of seeing that meter climb in a *DMC* game, you'll understand why this is such a fascinating proposition. How do you build style points in a jet? By parrying missiles, apparently. Let that sink in. Not just dodging, but *parrying*. With an aircraft. It's the kind of fantastical, over-the-top mechanic that makes you wonder 'what happens if...' and then gives you the tools to find out.
Then there are the weapons. We're not talking about your grandpa's boring old Sidewinders here (though I do wonder about the return postage cost for an exploded one these days). We're talking railguns that fire *bouncy projectiles*. Bouncy! Out of a railgun! It sounds like something a mischievous digital wizard would conjure after too much coffee. Couple that with calling in orbital strikes, and suddenly, the skies aren't just battlefields; they're playgrounds for glorious, chaotic destruction. And the best part? No limited ammo. Just worry about overheating. Which, let's be honest, means you're encouraged to go absolutely wild.
The 'roguelike' element is another intriguing layer. Four procedural locations mean every run will likely feel fresh, offering new challenges and opportunities for stylish aerial shenanigans. It hints at a replayability loop that's built on mastery and improvisation, much like the best character action games. You're not just flying; you're adapting, upgrading, and continually pushing your own limits of aerial acrobatics and destruction.
And who's behind this wonderfully mad idea? It's the work of Yoyoyollie, a Melbourne, Australia-based developer and gamejam enthusiast. Good on ya, mate! There's something genuinely exciting about an indie dev taking such a bold, genre-bending concept and running with it. It’s exactly the kind of unexpected innovation that makes me genuinely enthusiastic about the gaming landscape – finding the human story, the passion project, behind the digital spectacle.
Now, a tiny bit of my natural skepticism kicks in. The game's overarching goal is apparently 'to make a delivery.' Is this just a narrative wrapper for pure, unadulterated chaos? Probably. But sometimes, that's exactly what you want. A simple premise to hang your ridiculously overpowered, missile-parrying, dragon-fighting, orbital-striking fun on. And while I appreciate the depth, I do have to agree with the original astute observation: there's a mystifying shortage of brewing mechanics. Honestly, what's a wizard (or a pilot, for that matter) without a good cuppa during a hectic delivery run?
There's no release date yet, which gives us plenty of time to mentally prepare for what looks like a genuinely unique blend of high-octane action and over-the-top style. For anyone who's been yearning for a flight game that absolutely refuses to take itself seriously – one that prioritises pure, unadulterated fun over realistic flight physics – *Delivery Must Complete* is definitely one to keep an eye on. It’s a beautifully chaotic experiment, and I, for one, can’t wait to see if it blows a glorious, stylish hole in our expectations.
Tags: indie games, flight combat, roguelike, character action, game preview
Original article: Rock Paper Shotgun