Really fun game. I like how it combines action combat with some strategy of how to approach each level. Simple controls and mechanics really shine here!
hexadecimalwtf
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This was a lot of fun. Gameplay was smooth and the relaxing music really sets the atmosphere. The minimalistic graphics are really well done and deserve praise. Its amazing how just having a little bit of drop shadow really improves basic shapes.
I appreciate the accessibility controls offering some options to make it easier as well as having a good tutorial to ramp up difficulty.
Yeah it is good. It is made by https://jdsherbert.itch.io/minigame-music-pack . you should check it out if you like it because there are a lot more good ones
Lots of stuff here for such a short time. Great and funny use of the theme. I agree it was a bit hard to get into at first not fully understanding what was happening. I think some feedback around the controls when click would really make it pop. During the racing segment I didn't understand I was supposed to click the up arrow in the middle of the screen. Not sure if the UI element has a green section that just blends into the grass or its cut in half intentionally.
Thanks for playing. I am not an artist so I lean heavily on simple art and try not to get too hung up on it. I can only focus on so much as a solo dev.
You are absolutely right the wild card is more relevant than the theme and that is 110% intentional. 1) Two of the wild cards were suggestions I had the won the vote so I wanted to heavily use them. With this I find GWJ wild cards typically more interesting than just the theme as it requires working around more constraints. 2) I didn't want to make just another game set on a train like I knew most entries would be. 3) Using the word "teach" of "train" was intentional as well. I original had the type saying "train" but it didn't flow as nicely and felt very forced. I decided on more natural language. The original concept was more focused on a book/training guide but after I did the art and they looked like chalk drawings I figured I would lean more heavily on that concept and go with a chalkboard/classroom style theme.
Can't really say anything bad about this. Its fast paced, fun, addicting, murder spree. Character models are well done and good animations. The purple guy with the growing arm is intense. It's difficult in a good way and didn't feel unfair or unbalanced. Very original use of the theme and first person mechanics. Great execution over all!
My score was terrible. Not even going to post it...
This is a good base for some larger, more involved puzzle game with a world map and story lines. I agree with some of the other comments about chopping the trees being too slow. Having to find the axe but then loop back is a bit unintuitive but not horrible. I think if there was a level before that introduced laying the track and going to an exit before doing anything else it would flow a lot better. I was really confused by the axe and the trees in the way with the track on the other side. So I think the idea works it just needs mechanics introduced.
The controls of laying the track were nicely done and felt good. It angled when I wanted it to and followed the path I expected. Good work on that.
I can picture this expanding into a larger type game where each puzzle is chunk of a large game world/map. With its own puzzle and navigation. As you move around you see areas of the map, sometimes you won't be able to get there until you progress through the game and unlock things like the axe, or mining tools or whatever other mechanics.
This has potential. I wonder where you are going with the whole chapters of a larger story though.
Hi, apologies if this has been suggested already. I did a brief search but found nothing.
Problem:
The current system requires either going to every games submission page or keep tracking in a spreadsheet outside of the itch website. When I participate and jams and rating games I want to try to be as consistent to my ratings as possible. After rating multiple games I want to be able to easily compare how I have rated them against each other in case I want to adjust score to be more consistent.
Solution:
My proposal is for a grid or table view to see score you have given to all games in a jam at quick glance. The rows in the table would be all games with columns for game name, and then a column for each rating criteria the jam uses. Ideally being able to edit the score for a specific criteria directly in this table but also just having a link to the submission page to edit it would help.
This suggestion isn't about trying to make different users rate in a standard way. Its it assist in individuals who want to be more consistent in their reviews without putting the extra burden on them to use tools outside of itch.
Fun puzzle game. I was able to solve the murder. Took me a few tries but once I knew what to do the run only took me a few seconds so I had to wait out the rest of the timer. Good use of all the wild cards. You didn't claim you used a hidden frog wildcard but there was a still a frog there and included in the puzzle. Had to "find" a way to use it. So that counts to me. I like the art style a lot as well. Make more of these and I will play them!
Great game! I really liked how the music changed with the speed of the train (or at least it seemed to hopefully that was intentional). Puzzles were fun but I personally would enjoy more of a puzzle game than a race against the clock because I was trying to keep up lol. This well executed though. Good job! Woohoo!
This looks like an ambitious and expansive game with lots of content but unfortunately its tough to play. I got frustrated with how long it took to try to build a track anywhere and couldn't continue. With how big the map is the scrolling is too slow. I think being able to click and hold to just draw a track would make it feel so much better and be quicker.
The on screen controls for the train were nicely done though. Having the break and slider for power. The graphics are good too.
I think given more time this could be a great train management sim.
The connection to the theme is that it is a class on learning to catch frogs, so essentially training you. As for music, I try not to spend too much time on it as its not the core aspect of the game. I try to just find some background music to fit the theme and keep it to that. I would rather focus on the game loop than having a large soundtrack.
Thanks for playing and I hope you enjoyed it!
I got to the point Gimri wanted me to jump and I messed up and died and the screen locked. But I think there are some optimization issues. Is there an FPS cap on this because my GPU and fans were going crazy.
I would have liked to have seen where it had gone. Good job with the humorous names of characters and dialogue and voice overs. Styling the UI elements and not using the defaults with have been a nice touch though.
Yeah I did. It took a few tries as it was one of the harder ones. But I did just skip around on levels. To be honest it wasn't entirely clear that the different pieces were. I didn't even notice one was switching the tracks as I could barely make out the little switch on it. I guess that is what I get for jumping around in the order of puzzles.
Neat idea. Mixture of having to control the tracks and being a tower defense is interesting but leaves a lot of manage. I think the second level was a bit harder than I was expecting and the flamethrower carriage I bought didn't want to target the turret I stopped next to. But I think its a pretty good game loop. Nice job!
Took me a a bunch of tries. Maybe I am misinterpreting the colors but I swear there were some times no matching frog. My last play through I had the target eliminated early and was waiting it out, assassinating every other frog that came through the door but then the game crash, was a bummer :(
Overall I think this is nice take on the theme. Relaxing music. Good art, I really like the pixel art and the train interiors. The frog animations were well done. The use of the theme here and wild card was well done too. Aside from the likes cheese description, the clues to match the animations were easily recognizable.
Adding additional levels with additional goals could make this a fun stealth, sleuth, and puzzle game. Maybe expanding it to have different objectives or ways of eliminating the target, like poisoning cigarettes' or food.
I am glad you were able to get the .pck uploaded and I was able to try it.
Very interesting game here. I like the art style, it reminds me of some surreal show that would be on Adult Swim, and I mean that as a compliment. Would liked to have a little different variety in tasks like maybe interact with the other passengers. This game has the odd and somewhat creepy feel to it but I think it does it well. The voice acting was pretty funny and fit nicely. Great job!
This is a smart use of the theme and puzzle aspect! I really enjoyed this. I think all it needs is the little extra post jam polish like some progress messaging between rounds.
I really like the art style. The different configuration of passengers with suitcases or babies was great execution and staying on theme.
Frog was very cute too :)
There are actually multiple solutions to the puzzles mostly unintentional though I couldn't test for everything. Part of the fun is finding ways to solve the puzzle and I like the solutions people come up with.
As for the theme yeah the idea is its a class/training on how to be a frog finder. It is a stretch I know but I really wanted to use the frog and companion wild cards as much as possible and this is what I came up with. I had the idea for a puzzle game about finding frogs and worked in the idea of it being a lesson towards the end.
You pulled off a lot here in a short time. Having the passengers get off and move around. Game is complicated I will admit but there is a whole fanbase who enjoys these management sims. I had fun sending people to wrong destinations and crashing trains!
I think the art style works well. I know you were asking about it prior to submission date but I think this turned out pretty well executed given the complexity of it.
I didn't realize at first I could change which gun I was using. I didn't even realize I had accidentally changed it at first I just noticed my abilities changed and didn't know why. Showing the cooldowns of all the turrets at once would be nice. I think the difficulty could ramp up quicker and it would make it more enjoyable. I played for a few minutes and didn't feel threatened and it started to get dull. But roguelikes always have potential so there is a good base here.
First prop for color blind accessibility options. Don't see that often and it deserves mentioning. I like the look of the turrets, they look hand drawn and like paper in a way. I hope that was intentional.
The first level was fun but second one had so many enemies with so much hp. I forgot I was even supposed to be moving around to collect things because it didn't seem like I even took damage. Not sure what the lose state is here.