Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Endless RailsView game page

Roguelike prototype for the GodotWildJam-59
Submitted by Genkai972 (@AxelDEAU), fetse — 1 day, 1 hour before the deadline
Add to collection

Play game

Endless Rails's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#23.9143.914
Graphics#64.2574.257
Theme#104.2574.257
Originality#133.7713.771
Overall#153.4693.469
Fun#233.1143.114
Accessibility#422.5712.571
Controls#572.4002.400

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 25 to 21 of 25 · Next page · Last page
Submitted(+2)

Hmm, I can see a very good game just lurking in the shadows, though I have to agree with the others, I think you could have improved the controls for the tank barrel, I think rotating clockwise with A, and counter clockwise with D would have solved a lot of the problems people were having (atleast thats what I think). Oh and probably switch around space and shift or use E for interactions which is quite common, but these things are mostly nitpicks because everyone should turn off sticky keys ;) anyways.

I am a great fan of the art style, it fits really well and the HUDs having bright contrasting colors makes them stand out which is great.

Submitted

Great graphics and great execution. It was hard to aim using keyboard, and time between waves was too short. But I had much fun playing this game,

Submitted(+1)

Fairly original, moving from cannon to computer to upgrade was a nice touch..

Controls were not great to be honest. Aiming is tricky and the shift to shoot pattern did not sit well.
Though I'm not normally a big fan of keyboard and mouse, here I would make an exception and say mouse aim and shoot might have been preferable 

Developer

I agree with all your points.
Aiming with the keyboard was a gameplay decision based on the art style we were going for (and the game itself), the game was sort of a "multicrew" game that you play alone, like fixing lights, motors, and such things, we only got to the cannon and submit it that way which was a really intelligent decision as we wouldn't be able to introduce all the mechanics. That said yes, the cannon was based on art style more than how well it fits the gameplay, as it was a secondary minigame we kept as the main drive of the game, we didn't wanna use 360 engine rotations as it ruins the pixelart a lot from my POV (unless it is sort of polished 3D post processing.

Submitted(+2)

Nice art and idea! Bad timings between waves. Shift is bad for shooting, i always have windows notification. 

Submitted

Very original, and very cool graphics!

Viewing comments 25 to 21 of 25 · Next page · Last page