CHOOO CHOOOO!
Aseelo Studio
Creator of
Recent community posts
Thanks for the feedback! There's a panel with weapons' descriptions, it can be opened from the info icon in the bottom-left corner of the shop. It's fairly easy to miss as it is now, but we had no time to make it a pop-up tooltip. If we expand this project some more it'll be one of the first things we look into.
Thanks for playing!
-sporca_carogna
I do not understand the game

... jokes aside, the game looks really polished! The art is great, I love the mix of 3D and 2D graphics and I was wondering how did you do that.
The gameplay is promising, but the rng left me with full wagons for several loops before finding a city where to sell the goods. Probably with a few more cities and more balanced rng, the game would "feel" better to play.
There are two bugs worth of notice: the first one is that the house sprite where you sell the 3 crystals for the win, shows on top of the train; The other is that if I press rapidly on the cities' buttons I manage to buy/sell more than one time.
Anyway, congrats for your work, I had fun playing it!
- gasper
Nice concept! I really like the idea of the nights loop, I didn't get if there's some sort of logic by which you can get the right cocktail without just trying every combination. The art is cute and I really appreciated the custom cursor that you put in the game. The music is ok but a bit too loud, I suggest you to add some settings menu to low the volume.
Good job!
- gasper
Hi,
you will never win if you do that, and you probably didn't understand that you can order the wagons to make them interact in different ways.
You gotta manage the train speed and damage as well as the type of build you wanna go for; there's about 5 viable types of combinations with many variations. Also, the mult is hands hands down the worst wagon.
Let us know if you win a run!
(shen)
Yes, I can confirm it's actually fuckin hard. Tried many times, couldn't do it :(
It is visually kinda crazy tho, especially the animations for the boss. Music and sounds are good, I just miss a feedback for the sword attack. I encountered a minor glitch (I think?), because sometimes I can jump very high, and I believe it might be related to the platforms; if I jump and I'm close to a platform it feels like I double-jumped instantly.
Great vibe and nice characters, I would recomment to expand it <3
I believe the idea is very interesting, and I also understand what I should do in the first level... but man i cannot figure out how to put the blocks in the Logic section; also, when i turn around my camera the shop and that section disappear (?)
Maybe I'd suggest a different view, something that gives WASD the intended movement like top-down (dunno if it works for your game).
This was the first game I found that includes the programming loop concept and I wanted to try something like this, so if you wanna tell me what I'm doing wrong I'll come back and play again!
Bro :(
I'm genuinely sorry you're having the loading problem, this looks like it could've been really really interesting. I also had a similar idea in the beginning but I was thinking of a snake, the dashund is way more fitting for the "catch the tail and create a loop" concept.
Pls, update it or leave a downloadable version, I'd like to play this <3
The idea is clever and the game is very intuitive from the get go. Simple rules, complex solutions for the puzzles. I basically liked everything about this game, even the sound fits well with the aestetics.
Minor criticism: "R" to me feels more intuitive for the restart button, and I also would've put a "restart" textbutton when you lose, I ended up on the level selection section many times just because I wanted to restart (and then i remembered about "X").
You could really expand this, good job!
Good job! I enjoyed playing it; I couldn't finish it because I cannot seem to jump again from my past ghost to get the boost (lev. 10, W input doesn't work while ghost is airborne? Or am I doing something wrong?)
Anyway, chill music and fitting sfx, simple but nice visuals, clever level design. I don't know about the character size being too small, at first it felt like it was, but then the game totally worked.. maybe it's just an aestetic thing.
Little criticism: I'm not in love with the K key to "loop", I ended up using my right hand just for that and it felt a little weird position for my hands. Maybe shift? Maybe it's just me.
Very cool experience, I'd play more of it if there was.
Wow this is a great idea for the loop theme! I love the (16 bits?) sprites and the music and SFX perfectly fits!
However I asked myself what's the point in completing super fast the laps? Couldn't I just take the longest route going off road every time, so I do not have to rush for the following laps? Probably you could add some bonus/malus to push the player riding as fast as possible each loop?
Nonetheless, great job!
- gasper
Really fresh concept! From the title I expected to scroll between the games (that would have been cool). It reminds me one of the first games for ipad in which there were various mini games. I would suggest adding more to enrich the gameplay but overall you did a great job! (The shader on top fit perfectly!)
- gasper
It's pretty simple, music's missing and at first I didn't find it very intuitive..
..but..
you got 10000 bonus points because it is FUCKIN SATISFYING.
I didn't want it to end, I needed to create a perfect ecosystem and maximise everything (which I did, except for the numbers of bugs. Is there a cap for that?)
You could expand this imo, well done.
This was interesting and pretty unique: as others people said, it reminds me of Getting Over It but the snake theme and movement make it different. I had a problem that nobody seems to have; most of the times the tongue gets stuck even if i release the left click button (as if I was holdin it), and this stopped me from completing the game, and I would have finished it for sure. I'd suggest some slimy sfx and maybe a more theme fitting ending for the level instead of a portal (i dunno, a mouse to eat?)
Good job overall, I enjoyed this!
This was interesting and pretty unique: as others people said, it reminds me of Getting Over It but the snake theme and movement make it different. I had a problem that nobody seems to have; most of the times the tongue gets stuck even if i release the left click button (as if I was holdin it), and this stopped me from completing the game, and I would have finished it for sure. I'd suggest some slimy sfx and maybe a more theme fitting ending for the level instead of a portal (i dunno, a mouse to eat?)
Good job overall, I enjoyed this!
This was interesting and pretty unique: as others people said, it reminds me of Getting Over It but the snake theme and movement make it different. I had a problem that nobody seems to have; most of the times the tongue gets stuck even if i release the left click button (as if I was holdin it), and this stopped me from completing the game, and I would have finished it for sure. I'd suggest some slimy sfx and maybe a more theme fitting ending for the level instead of a portal (i dunno, a mouse to eat?)
Good job overall, I enjoyed this!
It's unfortunate you couldn't complete it and solve the issues because the vibes are great and the artwork is cool, I got investested while playing... uptate it when then jam is over, I'm gonna come back here for sure!
(A few bugs I found: the shadow still jumps in the maze part and the character doesn't, and I cannot get inside the first door after completing the first loop, but I'm not sure if that's intended)
I like this one a lot, good job. Level design is very clever and gameplay feels natural; artwork is simple but cool, music is nice (maybe a little repetitive on the long run but it's totally ok) and I love them little details like highlighting the names of the levels you've already played or the shake when you hit a wall (watch out for the grey background when that happens but again, minor flaw).
Also, wp for the volume options in the menù, even if I noticed it clips when you change it, but I wouldn't know how to fix that.
Lastly, I'd put a simple CRT/Noisy shader on it, since it already has that old-style vibe.
I'm being very critical only because this game is one of the ones I've enjoyed the most, and I think it's really good — seriously, well done.
[shen, the composer/sd for Aseelo]
Thank u sm for the feedback! (Boutta go very technical since I believe u know what you're talking about) I agree about the lack of sound design compared to the music, 1st problem was I could see the (almost) full product only a few hours before the deadline, 2nd was the lack of visual hooks to put sounds on; also, the dnb track was the first I composed, and it comes with a lot of transients (drums and train sounds), so I probably miscalculated since everything felt off-beat when put on the scoring wagons or anything else.
Since you pointed that out tho, I'd really appreciate suggestions if anything came to your mind while playing. Thanks again!
Grazie mille per il feedback! Noi di aseelostudio amiamo molto le palle infuocate e, a dire la verità, avevamo in programma di inserire qualcosa di simile. Tuttavia il tempo ci ha fregati, ma l'idea è quella di portare avanti il progetto per un altro po' dopo la jam. Ti suggeriamo dunque, se ti può interessare, di riprovarlo più in là!
The sprites and art are nice looking, the menu wallpaper as well. I had fun playing it even if the concept is pretty simple; only problem was I ended up waiting for the white cows at the top of the screen and it became pretty slow. Sound and music are nice and chill, except for the cowboy's voice which we find pretty annoying. Overall, it was pretty fun!



