Really neat idea and extra impressive you pulled it off in RPG Maker. The puzzles can be fun, but the difficulty kinda jumps around, with some levels feeling super easy and others suddenly tricky or a bit fiddly to control. A lot of folks mentioned the loud clang from the wagon hitting the rails – it’s funny at first but gets pretty grating after a while. Some movement tweaks like being able to rotate in place or reset puzzles quicker would make it smoother. Still, the cute art, creative concept, and clever moments in the puzzles make it a fun little spatial game worth polishing up
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Build A Looping Route's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #3854 | 3.045 | 3.045 |
| Creativity | #3887 | 3.273 | 3.273 |
| Enjoyment | #4281 | 2.818 | 2.818 |
| Narrative | #5588 | 2.000 | 2.000 |
| Audio | #6615 | 2.045 | 2.045 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A simple puzzle game that theme around Build A Looping Route for a Train
(Optional) Please credit all assets you've used
RPGMakerMV default assets
RM CoreScript team
GALV
Moghunter
Squirting Elephant
Zims
Comments
Very impressive given the choice of engine.
That being said, I think as a designer, checking out Godot might give you more flexibility in the future!
Good puzzle design though, but it was a bit difficult for me to position my character correctly to get it to throw the tile where I wanted!
I think the *clang* sound was a bit loud and can get kinda repetitive.
Well done!
Mechanically rpg maker isnt a great engine but besides that fact the art side you using the rpg maker premade assets is quite lackluster. The controls themselves felt uninteresting and very basic with not much room. Providing a rotate tool for the sprite would be nice. and no colision box movement for the player but thats and engine problem.
I think upgrade from rpg maker start using a more dynamic engine to create your games you are holding yourself back on this by staying with it.
Thanks for giving my game a try, and nice thoughtful feedback!
It seems like your main problem is the engine.
I have lots of reasons to use RPG Maker, one of the main concerns is that I have limited time and resources to learn game making, so the engine I used when I was little is the engine I choose.
However, I politely disagreed with your conclusion that you think the engine is holding me back, since I believe I can achieve most of the things I want with this engine for now.
I am open to suggestions and looking for a new engine that I can try that fits some of my current limiting conditions. Thank you.
I like the concept but found the crash audio to be really too much so I had to mute the game.
Movement felt smooth, and the puzzles are well thought out. well done
Fun little spatial puzzler... The repetition of the crashing was a bit much... it would be better if it reversed course when it hit a dead end... ping ponging back and forth until the loop is completed. Great work!
It's a simple concept, but it can be really tricky. It's fun and I can see it being taken further (looking at the buildings along the way). I like that I could stand in place with the rail to let the train drive over me. Those were fun moments.
I found the placement to be tricky. In order to place a rail, I needed to face a certain direction, but I needed 2 spaces to turn around and face the right direction. This really increased the challenge and the number of steps I took to solve the puzzle.
I eventually had a round without a cart. I think the levels may be randomized at that point.
apologies if this comment is quite long. I do find it odd that we aren't actually told about it or start on the main menu. I stumbled upon it on accident when misclicking x instead of z (and I feel like it help explains some of the random scenery like the castle in level 4). If it wasn't for finding out about the menu and being able to lower the volume I don't think I'd of beaten every level (bar the random one but the idea of having that is cool and if you manage to make it work would be interesting). level 3 is tricky due to the fact the game which is presented as a puzzle game (at least in a sense) doesn't communicate that you can "cheat" it (also even slowed it was still a bit hard trying to move 2 pieces over and back quick enough, it being slightly slower would probably help the level feel like it is more about figuring out what you are meant to do). I'd recommend swapping level 5 and 4 , level 5 does a great job teaching the player how the button works, I was stuck for a long time on level 4 cuz I didn't know what the game wanted me to do(I beat level 5 before beating level 4). I would also recommend telling the player they can reset the puzzle (and maybe have it be bind to a button like r rather than the menu selection method, which I don't know if fully intentional or not). I think alot of these quality of life things could really improve the player experience
Thanks for giving my game a try, and nice thoughtful feedback!
I love your long comment, your comment is very helpful and provides insight that I would never have thought about, for example, press "X" to open the menu by default on every RPGMaker game, so telling player about this is not even cross my mind.
Keep the comments coming if you have anything else you want to say about this game!
A simple but unique take on loops where you BUILD the loops yourself! The puzzles do take some out of the box thinking to solve, which I like!
Finally!
Someone points out that the game takes some "out-of-the-box thinking to solve"!
After getting a review of " puzzles are trivially easy," and "it's too hard, I got stuck." I'm actually very down, since the puzzle part is the core part of the game when I'm making it.
Your reply that comes in this moment is what I appreciate the most.
Thanks for giving my game a try, and glad that you like it!
Love your more in-depth and thoughtful feedback!
I'm sure I would love to do some movement re-adjustment if I keep working on this; however, the level is designed with this movement system in mind...
Did you manage to soft lock yourself?
I thought it was at most annoying if you make a mistake, but it's impossible to soft lock with my current approach... (Since soft-lock is one of the problem I tried to prevent when making the game)
I would love to learn more if you manage to soft lock in the game.
Well Done! Very cool idea, I got stuck on level 3, maybe I missed something but could not progress from there. Level 2 was pretty clever!
This was a fun little game! I really enjoyed level 2, I managed to get a track on the inside and skip using like 3 of 4 pieces haha
I think it's not 4 days is short, it's just mismanagement on my part, due to various irresistible factors, I ended up with only 17 hours to complete this game from a blank project.
You can see that just under my game, and I decided to keep bringing it up every time I have the opportunity, so that I won't repeat the same mistake again QQ
Not sure what happened, but I could not play. My character would not set down the rail no matter what I clicked or pressed. I would suggest adjusting the rail audio. It is very loud and annoying after a few triggers. The cover art for the file is so cute! So is the menu screen.
Would be nice to be able to rotate on the spot. It was sometimes a bit fiddly to look at the desired direction to throw a part. Yes this restriction could also be part of the puzzle mechanic but i think it would benefit the overall feel to be more flexible with the movement.


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