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(+1)

Very well done game, I know some disliked the map/train moving feature but I really enjoy it, it would be nice if you marked the trains you had cleared and could fast travel between them.

I liked how the enemies got faster - new enemies could have been fun, but overall felt that part was ok.

Little bugs like enemies getting stuck and you bullets ending up hitting the wall if you were near the top hurt the enjoyment of the game but did not ruin it - hope you can fix in the future. Path finding for the enemies is not an easy thing but would make it a better game.

I liked the graphics, loved the sound/music, liked how you could see the terrain moving when the train was moving, but not sure this and the map/moving mechanism was enough to sell me on the theme... if you could have added something a little more to really bring home the train theme would have been awesome, sorry not sure what that is so this is probably not helpful.

Lastly, fair or unfair this felt very similar to Shrine-Warden from GWJ-58 and so that hurt my experience, your games are different in their own rights and that gameplay is not anything unique, but it being right after that one does affect the play for me... sorry.

Thank you so much for all the feedback. I appreciate it. I'll address your last point first.

It was similar to Shrine-Warden because it inspired this game! I'm always looking for opportunities to try to implement a new genre each jam because I think its fun, and I usually end up learning new pieces of Godot. Different genres always have some new challenges. After playing Shrine-Warden I decided I'd like to take a jab at the rogue-like genre, and once I saw the theme of Train and thought of the moving rooms, I thought this was the perfect time to give it a try. I thought Shrine-Warden was beautifully executed, and incredibly fun. I think it surpasses my game in every category. :)

I would have loved to add more enemies, but I just ran out of time. Adding new enemy art, and AI behavior seemed like a lot of work, so I didn't prioritize it, but I think the game suffers the most from a lack of variety so perhaps it should have been a higher priority. I sunk too much time into the moving map.

A fast travel option crossed my mind too, but I wasn't sure what the best way to implement it would be. Perhaps that could have been a reward for completing a train, or it could have been a special train car that showed up on the map once visited. That would have been really cool.

I wasn't aware that being too close to the walls prevented shooting bullets. That should be addressed.

I'm not sure how much more train-like I could have made the game. The theme was really just used as the setting, and the inspiration for the twist on the traditional rogue-like grid room map.

Thanks again! I'm so glad you enjoyed it. :)