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(2 edits) (+2)

Wow! Beautiful game!

The visuals and the sound are amazing, especially for a game jam. I see that you have several team members, so that makes it more understandable. Otherwise, I would be really doubting how you guys put this together. It's insane! I would love to learn more about the development process.

I like the concept of being attached to a ship that's moving. For a game jam, the gameplay here is really solid. I think you guys should keep working on this. I think you could turn this into a more level-based game with checkpoints, introduce more enemy types, give more of a reason to leave and reenter the ship, have the ship change speeds, rotate, switch directions, etc.

I had a situation where enemies were attacking the part of the ship that was off screen, and while I could hear them, I couldn't see the damaged part of the ship or the enemies attacking it. I like the size of the camera zoom, so I wouldn't change that. Instead, maybe make the sound for the enemies attacking off screen distinct. Also, you could add a UI showing the ship and which parts of the ship are getting damaged.

Another idea is to lower the health for the player's ship and for the enemies. This way, the player would have to respond quickly to threats, and the threats would only last very little time. But if the player messed up, the consequences would be almost immediate. Pair this with frequent checkpoints and immediate loading times, and you have a fast-paced experience. Of course, this is going to make the game more challenging. I understand why you would want to keep the game more balanced for a game jam. But as a full game, I think this time-to-die change would make the game even more exciting.

Congrats to the team on this submission. I think you guys will do well.

I would love to hear your rating / comments on my game as well, so I can know what to improve.

(+1)

Hey, thank you! I just tried your game and I tried to give you some feedback about what you could improve!

Back on our game:

Yes, we're a relatively "big team" for a game jam. It's not easy to jam with a bigger team, but if you have good processes, communication and if the team members are experienced, it's quite amazing to see what you can achieve in less than 48 hours!

Our processes are quite classic: start small, aim for a quick First Playable Prototype, start to integrate every kind of asset as soon as possible to mitigate risks, have the design one or two steps ahead of the production and don't be afraid to cut things if they won't make the build better (quality over quantity).

About your feedback, I totally agree and we're already working on some things that would solve the issue with enemies attacking the non-visible part of the train. We'll also add ideas that we cut and that will give more incentive for the player to detach for the train (e.g pick up bonuses).

I like the idea of reducing wagons & enemies HP, however, it's maybe not the direction we'll be taking if we make this a real game, we'll see!

Thanks for your feedback! :) 

Thanks a lot for this well-thought feedback! As said on other comments, we are planning to continue working on it, we have another version coming up soon that is going to address some bugs and some problem with the movement of the ship.

We have some planning on working on different levels, with different atmosphere, enemies, challenges, etc... Also different ideas on how to add incentive on getting off the train, change the coach you're attached to, etc...

We know sometimes it can be hard to follow up on where enemies are, especially when they're behind you, that is something we're not addressing in our next version since it's a bit more complicated to approach.

As you said we wanted for the game jam to be doable and not have a hard challenge, it was supposed to get the idea of the game and what it could do first. We will address the balance of it in future release.

Thanks again for your time and feedback :)