I finally found the person for the looping! :D Nice game, web build was a bit laggy with music at times, but I'm glad I could play it in browser :)
Elaneus
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Kept me busy for a bit :D
Oh boy, was I happy when I noticed that I could hit enter to build a new gear when I had a grid slot selected. Giving a short time to do upgrades between quotas would be nice.
The motor was a bad investment, it was just too slow and I couldn't add a crank speed it up again, so I lost when I bought it.
I love the art style!
Had one bug: the when I connected the starting machine with the one on the right, it played the nice "you get money" sound, but the money didn't update.
Also, tried to connect input and output of the same machine and that didn't work, leading me to belief that the belts could only go straight (read other comments and got it working after that).
Ran out of money after round 26 - so close! Was a really fun play, I do like trains :)
What is the difference between upgrade and increase capacity? I didn't get why I would want to get rid of wagons. And at some point I had a lot of spare cash but nothing to use it for. Would be nice to be able to buy more than tracks.
And one small nitpick on UX: The cards for the upgrade kept moving down when I tried to drag them. I managed, but it felt like they were trying to dodge me :D

Thanks for the report! It seems to be a problem with Godot 4 and macOS. I can upload a mac build after the voting period.
From https://docs.godotengine.org/en/4.3/tutorials/export/exporting_for_web.html:
"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0."
We ended up not using SharedArrayBuffer since performance difference didn't seem large and it would have required a new pop up on itch.io. But it seems the WebGL build is still broken for macOS
Yeah, the timing is not ideal. The game ends when the thief exits the map (I mean he needs to escape unseen!). I was planning to add some feature that you would need to linger for a while at a waypoint to collect them to balance out the time the thief took to escape and the time you need to get the waypoints better but didn't get to it.
This actually kept me the longest from the jam's games I played so far. I liked the strategy setting, although I didn't really notice that it was my own last cards & moves - guess that's hard to notice. But it worked out well for balancing as I felt like it got harder :D I played 3 rounds.
Is it actually doing exactly the same moves and cards I played the last round? If so, what do you do if the next round continues longer than the previous one?


