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A jam submission

Evening Train Crash 3: Bridge of TuamView game page

The third entry in Darrman's Evening Train Crash jam entry series. Can Sigurd stop a train plummeting to its doom?
Submitted by Darrman — 24 seconds before the deadline
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Evening Train Crash 3: Bridge of Tuam's itch.io page

Results

CriteriaRankScore*Raw Score
Humor#23.0003.000
Fun#33.0003.000
Audio#43.0003.000
Graphics#43.0003.000
Overall#52.5002.500
Innovation#52.0002.000
Mood#62.5002.500
Theme#61.5001.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Average playthrough length
Hour

Completion game time
Hour

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Comments

Submitted

Stream of consciousness thoughts:

  • cool font
  • cool ost
  • playing on normal i guess, readme didn't say which was intended but it said the end was imbalanced so I assume that means I should err on the side of easy
  • the opening cutscene is thoroughly bizarre but I like that ness was happy to see paula. feel like "ugh fun ruined" was a low hanging joke, glad you didn't go for it
  • "celice" but not "zigludo" smh
  • funny premise too. "train" (armor knight) can't stop, have to clear the way ahead of it. cool setup
  • canto+ on everybody sick
  • kaiba's description is pretty fucked up (visually)
  • lots of shadow tiles are misplaced in the roads and grass
  • animations seem pretty standard so I'm turning em off. the no-animation combat stats are in here so that's nice!
  • honestly the obsession over the train details, even having version numbers and stuff, is funnier than the cameos and jokes. random characters constantly sharing the history of and their opinions on trains, circles around to being unironically funny. this is great
  • there's a sage at the top that just has a steel axe...?
  • gave the energy ring to kain just because he was there
  • i assume the near victory theme uses the same channels as the cursor sfx because moving units totally fucks up the song lol
  • map was routed just as the armor passed the halfway point. getting the feeling i was supposed to play this on hardmode. enemy units were completely unable to threaten mine in any way. all just got doubled and 2hko'd

I gave it another shot on HM:

  • noticing on my second run this has the hold L to toggle animations thing, very nice :)
  • enemies used a silence staff and a sleep staff that I never even saw on NM. not like peach was contributing much anyway but 4 turns of giga-uselessness is fun
  • I had to be a little more careful with kaiba around the archers but otherwise nah this is about the same difficulty as the first run
  • paula is too good at killing things to waste her time using barrier. honestly trading her and Ness' staves was the play
  • is the tyrfing a swordslayer...? I saw it do 56 to a hero and 61 to a swordmaster
  • oh TWO sleep staves wow. interesting to have these without a restore when there's a time limit. cool icon for sleep though, looks more like Freeze. Tbf you have so many juggernaut units it's not the worst thing for a couple to be frozen/silenced
  • I routed the map with the train at exactly the same point he was at when I finished the NM run. So I didn't miss out much by going Normal.
  • forgot about the energy ring until after the map was routed so i gave it to rosa

Closing thoughts:

I love escort missions like this. It's not very hard, but its interesting to have a team full of canto+ users so that every action makes progress forward. This kind of shitposty cameo humor isn't really my jam, esp since I don't really know some of the characters, and honestly there weren't a lot of jokes as much as situational comedy. I can tell the creator loves trains, which I think is cool and got some smiles out of me. Didn't have anything to do with the theme, but I love romhacks and gbafe, so this was fun :) I mean I played through it twice!

Developer

Thanks for reviewing. Apologies for the bugs; that sage should have a real weapon and I'll have to shorten Kaiba's text even further. The lack of restore staff was simply sloppiness more than anything else. The status staves are present regardless of difficulty, but what testing was done was on hard. Not sure what was going on on normal. The Tyrfing being anti-sword is a complete accident.

The railway is another of my hobbies, as you figured out. I wanted to experiment a little, and a day or two after the jam started the idea of a runaway train popped into my head. From there, foot units wouldn't be able to catch up, so everyone had Canto. I'm glad you enjoyed yourself.

HostSubmitted (1 edit)

The romhack ETC3 is a short entry, I think it took me 35 minutes to beat, and half of that was reading the introduction...

 I'm not sure the game made use of the theme at all, unless the dialogs was related to an railway empire that used to exist and the broken railway was inspired by that? Maybe it went over my head, but the theme was never mandatory so is all good, and is not like I could make much use of it either.

As a FE8 romhack it doesn't deviate much from the base game, it has some stuff like split Str & Mag, skill icons to show mounted units having canto+ and other QoL additions. 

The unique charm comes from the weird crossover of characters taking place on the short but crazy plot, even if some character like Yugi or Mario weren't actually playable. And the unique objective, to remove all obstacles from the way of a moving "train" pushed to keep advancing and pushing every turn, and there were some interesting enemy positioning to make the game more than just a "kill rush"

 But there were some pain points, my first try was a failure because after visiting the first village and getting "beat the ballista so I can fix the bridge" the village closed and I couldn't trigger the repair. And then, I don't know if the guys next to the cracked walls were supposed to do anything or not... but they just stood there.

All in all, short, fun and with an interesting objective.

Developer

Thanks for reviewing.

Regarding the theme, there was meant to be more of an implication of the railway being in decline, but the chapter was rushed out the door and I only verified that the chapter could be finished. The ending dialogue is also extremely short due to that.

The village error is especially bad, and I'll probably fix that and other noted issues in a v1.1 in the future (not here so as to not influence the judging process). The guys by the wall are just meant to guard the wall to make it a bit harder to reach the station area.

Overall, I'm glad you enjoyed it and thanks for playing.

HostSubmitted

Oooh, the empire was actually the "Railway  empire" that fall apart, nice, it seems I was on the right track ;D I wasn't really sure that was the case since this was your 3rd Evening Train Crash game I was in doubt if all the train and railway setting was stablished previously, some sequel confusion I guess.

HostSubmitted

Hi Darrman, your game page is not accessible, please make sure to set it to public for people to have access to it. 

Developer

Should be fixed. Apologies for any issues.

HostSubmitted

No problem, thank you for submitting to the Jam :D