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A jam submission

Rail ShooterView project page

Slide on rails, shoot the other guys, grab the goals. Be careful tough, those that die might just come back stronger.
Submitted by DukeGurren — 1 hour, 7 minutes before the deadline
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Rail Shooter's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#83.6233.722
Adherence to the Theme#152.7042.778
Overall#162.9383.019
Design#192.4872.556

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I gotta give you some originality points because of the rails and terrain interactions, but I also got to agree at least a little with ayleczander on this one.

The design isn’t the best, too much randomness not enough decision making, and the adherence to theme is a little weak.

Also, this was probably just me, by rail shooter I thought you meant trains and I was like “Oh snap, flipping trains, I can get down with that” and then I found out it was like, guard rails, I got kinda sad, lol.

Submitted

Completely random units with no player input is bad mojo. I can understand randomly assigning an ability, but random stats are just an opportunity for someone to have a bad time. Random preset/prebalanced stat distributions are a much tidyier way of accomplishing the same thing. Ah, just got to the reroll on respawn thing. Still not a fan of the idea, but less obnoxious than I originally thought it was. The rails are novel, clever, and fun. After reading through this, I'm actually a fair bit more bullish on the idea than I started. Granted the rules need a clarity and brevity edit, but the core notions actually seem fun.

So the elephant is that these rules don't map terribly well to redefining failure. Free respawns, and rerolling on death touch on it slightly, but that mostly just removes the idea of a deathmatch style game, something the objectives already added. Positioning of models is going to be the primary way of getting victory, and the limited stat spread means that there's never really a reason to not kill enemies, contra to the opening description. Some points for originality are won on the random units and the rails as well. The design isn't particularly inspiring, but it is functional, and I can pretty easily track how this game is meant to play out.

Note:2nd column, under Goal: 'moard' should probably be 'board'

Submitted

love to grind a rail, very cool man