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A jam submission

Blooter Upon RailsView game page

Kick those guys
Submitted by Ryokugin, Egorkin531, Dylan Seibert, Xandruher, Kalpojeet Dey (@kalpojeet_sound), Elidef, WigHz — 16 minutes, 24 seconds before the deadline
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Blooter Upon Rails's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#13.5793.579
Originality#14.4744.474
Overall#23.9173.917
Audio#33.8423.842
Fun#63.9473.947
Controls#103.6843.684
Graphics#143.8953.895
Theme#214.0004.000

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+3)

coooooooool

Developer(+1)

<3

Submitted(+3)

Very original and pretty dang awesome, I had a lot of fun playing this.

Developer

<3

Submitted(+3)

Hey I haven't played a game like this in ages. Nice to see a good ole 3D melee battle in a game jam. Love the different attack modes and the way you can use trains to help out!

I suck at these games, as my low score tells, but how awesome to have a working high score system! I wish I had managed that in mine!

Developer

Thanks <3

Submitted(+2)

Can't really say anything bad about this. Its fast paced, fun, addicting, murder spree. Character models are well done and good animations. The purple guy with the growing arm is intense. It's difficult in a good way and didn't feel unfair or unbalanced. Very original use of the theme and first person mechanics. Great execution over all!

My score was terrible. Not even going to post it...

Developer

Thank you so much for the praise ! 

Don't be ashamed about your score, people in top 10 are monsters lol

Submitted(+4)

Very fun game to play! I love the wacky concept, enemy classes ramp up quite nicely and art and sound works well together, nicely done.

Developer

Thank you <3

Submitted(+3)

This is a pretty good game, it felt surprisingly good to play, My only complaint is that is was kinda hard for me to get a high score (skill issue lmao). I think this game could have benefited from 2 things, some kinda health pickup or life steal or something, and a mini-map. Half the time I got punched from behind without me knowing it, the hit indication is fine, but does not really prepare you, only notify you after the fact, I feel like a mini-map showing where everyone is would have been really helpful.

Developer(+2)

Thanks for playing!

To address your feedback points:

There is an indicator, the flames along the screen that indicates an enemy close by out of sight. Could be that it almost always is lit up though, then it doesn't help much I guess 😀

There's a hidden heal if you want to give it another shot: slam them into a wall, grab and kick them into a train. That gives lots of healing!

Your feedback is still totally valid though, because even if these concerns were addressed, they were not well enough communicated to the player.

Submitted

I see, yeah in that case I feel like with more time those mechanics should have been fleshed out more and give the player better feedback

Developer

Any ideas of how that could be done? I guess when an enemy gets close enough to trigger the warning system, those flames could perhaps get quite big and bright for just a 100ms or something. As for healing from grab, when sending a grabbed enemy into a train and getting healing, a text could perhaps pop up saying "grab healing bonus: +100hp" or something... Hmm! Thanks for input!

Submitted(+2)

well explaining to players that they even can heal is probably something you could  do (unless I missed that explanation) and like I said maybe implement some sort of mini-map or have an intensity in your indications, and have them be smaller, like right now iirc the whole side of the screen lights up, which is fine, but I feel like could have been done better with smaller indicators and maybe clearer sounds if you actually do get hit, like if they are close or like very close.

Developer (4 edits) (+1)

Here's a few design hindsight. It's not to devalue your feedback at all, it's just that I thought it was interesting to share, and may give you another perspective on what we tried to do with the game. 

I feel like getting punched from behind isn't that much of an issue because you can heal a lot. Our combat design was inspired by doom eternal, where you can't really dodge damage but you also heal a lot when glory killing and stuff. 

So for this reason I chose to not dedicate too much time to give players ways to avoid damage. Because I wanted to create tense moments when you lose all your life and have to run for it, until you find an opportunity to heal (which requires agression, so there's tension between dodging and attacking)). 

With that said I can understand that it may feel bad to get hit without any way to know about it. There are a few things we've identified that could help with that (namely, lack of sound to tell you when an enemy is about to hit / when you get hit, and enemies spawning instantly and often too close to the player). Sometimes you take damage and there was nothing you could've done, it's pretty frustrating. There's a middle point we couldn't find yet. 

Also, you're absolutely correct that we could've communicated better on a lot of the mechanics. That's a lesson I've taken from this jam : tutorialize and explain everything, the fun is playing the game anyway.

Your feedback is greatly appreciated, thanks again for sharing.

Submitted(+3)

Pretty unique take on the theme and it blew my expectations. It was a bit difficult, best I could manage was 4000 points. But I’m sure with enough investment I can do better!

Developer (1 edit)

Good job for reaching 4k ! There are a few strategies that can get you up there, I'll let you discover them ;)

Thanks a lot for playing the game ! <3

Submitted(+1)

Interesting take on the theme.

Not sure if it was my computer but found the controls very difficult and was too easy killed don't think I got above 2000. Hope to come back and try again though.

Agree with others that the music volume starts too high, thankfully I could control it in the settings.

Thanks for submitting

Developer (2 edits)

The game is pretty hard indeed. Maybe a bit too challenging for a jam game ? Idk. (To survive longer, here's a tip : grab kills almost fully heal you.)

Can you elaborate on what made the controls difficult for you ? 

Thanks a lot for feedback !

Submitted(+2)

This game was hilarious and very well made. Ran very smoothly. Loved the variety of enemy types. I agree with others about the audio, but I had a great time playing it. Thanks for sharing!

Developer (1 edit)

About the audio, if you want to you can lower the music, it's a bit less overwhelming this way I think. The base settings put the music too high compared to sound effects.

Submitted(+2)

This was really well made! A fun little action game.

Audio: music was energetic and fits the theme, the default volume was a bit loud but there is an audio slider in the options

Graphics: silly models fits the lighthearted theme of the game, I had to turn off screen shake but I wish there was a way to tone it down instead of turning it off completely

Game play: fun combo game. Finding the best angles to dropkick in order to get the most HP was fun

I don't have much critique about the about the game itself but good job on the execution y'all :)

Developer(+1)

Oh, I've actually had a slider for it previously but thought it was maybe silly. Apparently not! :D

I agree, the music volume was default too loud. Lots of SFX ques are not heard in that setup.

Thanks for playing!

Submitted(+2)

Nice game! Really fun once you get used to it. The audio was a little bit distracting for me but everything else was super nice. Great job!

Submitted(+3)

Nice visuals and great violent fun. I like those brutes with their long arms. Good audio also. Overall a well made game for a weeks worth of effort.

Developer

<3

Submitted(+2)

Chaotic fun! Cool take on the train theme too :) I barely managed to grab anything though, how/when do you get enemies stunned? The graphics are pretty solid - maybe they could use a more consistent style ;)
Overall a great entry here!

Developer(+1)

It really is a damn mess in there, haha! It was really fun to playtest it I must say.

The stun is not really documented: you kick them into a wall. Then they get cartoonish stars over their head and can be grabbed.

Submitted(+2)

This game’s style reminds me of No More Heroes :O, super fun and charming!

Submitted(+2)

Amazing idea, I like the pace of the game and the combos. This win many originality points, things to improve may be:
- Hit feedback: You don't get much feedback when you're about to be hit or when they hit you, so unless you're constantly checking your health you don't exactly know if you're doing it great or not.
- Hit anticipation (you don't know when you're about to be hit, it just happens, except for the long arm ones).

Everything else is amazing.

Developer(+1)

I agree, sometimes I look up and see I've lost a lot of health. I guess we are missing a take damage sound and maybe removed too much screen shake when hit... What we do have is the blood indicating direction and the health bar doing stuff. Any suggestions on how we could have done? This is one of the harder things in game design i think...

Thanks for playing and writing feedback!!

Submitted(+2)

Hit anticipation could have been improved mainly by sound clues as visual clues would be hard to see due the nature of the game's artstyle which is very vibrant by itself, also the music will obfuscate a lot the visual too (sounds also interact with visuals, so a more intense music will cause visual hints to blur a little). The only way I would have done it without changing the entire art direction is lowering the saturation and light a little of the overall game and using neon lights in general to indicate danger + sounds. Regarding the damage it would be cool a more distinct sound and that the music muffles a little.

Developer(+1)

Thank you very much for elaborating! Good input!

Developer

Great feedback, thank you very much ! <3

The hit sound was planned but lost to production unfortunately :( About the hit anticipation, the screen borders were supposed to emulate that a little bit, we took inspiration from killbug on it. But I think it lacks sound and other stuff to really be useful (also blues and yellow attack you from outside the sensor range so it's barely useful for them). 

Submitted (1 edit) (+2)

Really nice game! Liked the scoreboard at the end haha, is it actually connected to a server or something? or is it just your guys score?

anyways, great controls, pretty polished. I'd say personally that the audio is a little bit overwhelming but other then that i don't have any complaints. props!

Btw, our game is now playable since WigHz tried playing it while it wasn't working haha. We'll be glad if you check it out!

Developer

It's actually a server ! I saw your score before your comment haha. So yep, this is our actual scores.

Thanks for the compliments ! I'll try your game tomorrow.

Developer(+2)

We forgot to give credits to the leaderboard supplier:

http://dreamlo.com/

A but funny API (if there is one result, it returns that as a dict, if many, a list of dict, if no results, null... Not empty list. :S), but very nice that it's out there for free!

Submitted

damn thats cool. ill try it out sometime haha

Developer(+1)

Hello everyone, I hope you enjoy our game ! We put our heart and soul into it.

Try beating my score ! <3

- Adrien Place aka Elidef, game designer