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(1 edit) (+1)

I won the game on the first try!

Great game about the theme! I notice I didn't need to make a loop and the game still progressed me - I thought this might fail me, but I guess it was allowed to make the game more forgiving, which also works out! But maybe a bonus could be given for completing the loop - maybe there's a card that does this but I never encountered it?

I liked how the cards flash outward when they are in effect.

I like how you show them at the side so you know what you picked.

I like the 'card system', it adds a layer of strategy.

I like how different cards can give you more tracks, so it adds a feeling of progression. 

Some feedback: 

At the card selection screen, I should be allowed to still hover over cards and see their effects. Since the copy card copies the above card, I wanted to see the card it would copy.

There was a minor bug where one of the red powerups spawned at the corner of a rock, underneath it, which could not be navigated to, but it's minor.

I also notice you can right click the arrow to change the train direction, but this wasn't indicated.

This is more of ideas: 

I think the game could also have progression in the map layout. Maybe even debuffs that are introduced later on that when the train goes over, adds a score penalty?

Speaking of debuffs, I think the red powerups should be a different colour, as red is associated with negative buffs, and I initially avoided it. (I played on Web non-full screened where text is displayed at a small size.)

Overall it's a charming and intuitive game, and I don't have much to critique on. The music was also pretty catchy and relaxing. Great job~

(+1)

Thanks for your detailed comment! Agreed on all points. The goal of the game is of course to make loops. We had planned on either crashing the train (score deduction) or disallowing starting the train, but in our rush to the finish, in the end, after submitting, we noticed we had neither system in! Oops. There was a plan to add a few tickets to incentivize crashing the train by removing the score penalty, but those ideas got cut because we were way behind schedule, and had to scope down. 

Both jam games I've seen from you contain so much content, I don't know how you manage every time! And by yourself?! Haha. 

I'll add your suggestions during the picking screen (an oversight), and an indicator for swapping the station. I think the station swapping thing was a last minute feature. And we'll change the color of the red tile. Good feedback! Thank you very much!

(+1)

Ah I see, that makes sense!

I think you ended up prioritizing the core game loop (pun intended), so overall I think it ended up creating a pretty seamless experience still. :)

Haha I probably have way too much passion and inspiration, (and the  overwhelming desire to add every idea in!!!)