Was able to run on Win10 with Love2D, but couldn't seem to get the hang of the crank (also tried mousewheel). Liked the follow-the-leader mechanic, I can see this working pretty well, threading through the crowds with the speed control. I realize that I probably should have explored more before taking up a passenger, but would have been nice to have more of an overview of where things were.
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Meow Train's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity - how original is the idea? | #8 | 3.357 | 3.900 |
Presentation - how does it look/feel? | #11 | 3.012 | 3.500 |
Overall | #13 | 2.898 | 3.367 |
Entertainment - how enjoyable is it? | #18 | 2.324 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thanks for giving it a try!
I wasn’t able to get the crank working quite as I wanted in the time I had. I wanted a click and drag to spin it constantly at a speed relative to distance pulled, but ended up just doing a diff of y or x moved.
I spent a long time trying to get the run mechanics right because I feel like it could make it fun, but I never got it quite the way I was envisioning - building momentum and kinda sliding around when taking corners at speed. There was a second “slippery” run algorithm and a mop bucket and sign for a “slippery when wet obstacle” but I didn’t have time to pull it together 😅
I had no idea love2d could be compiled for the playdate, that's awesome! All the art is super cute, and the Moby music used fits the vibe perfectly. The mouse wheel sensitivity was a bit low, so i had to button mash to speed up. Could only find one NPC besides the rabbit with the bubble over their head to interact with. I really hope I didn't miss anyone obviously needing help to get to their train ;~;
Probably my Top Aesthetic game for the jam so far!
It's less that Love2d can compile directly to Playdate and more that I've been using jams as an excuse to build a cross-compilation framework to share Playdate games with people that don't have one. It's been a pretty fun side quest - the web build is so close to working but keeps hitting performance snags.
I didn't have time to make it more clear, but each time a new NPC shows up in the same place to pick up (with less time on the clock) - the general idea is to see how many points you can get before 3 people miss their train and you get the game over screen :D
I love the little controller scheme! some buttons to press for the spinning joystick would be nice, and I don't understand the spin to speed up mechanic, but it is very cute, the sprites are adorable, and the soundtrack is rather nice!
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