Great little puzzle game. The junctions are a nice touch for a little extra challenge. It actually reminds me of a wooden train set I had as a kid! I couldn't figure out level 10 but I'll probably come back to give it another go. Nice job.
riari89
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I love the concept, art style, and audio. It's a very polished game! The only thing I had trouble with is identifying exactly when to turn, because the art style is so good it's difficult to tell exactly where the underlying grid cells are. I think adding very faintly visible grid lines would help a little to make the controls less frustrating without taking too much challenge out of it.
Great feedback, thank you! Good point about the buttons at the end of each level. I think I nearly misclicked one during my playtests, so I'll definitely improve that. Disabling them for 1-2 seconds seems like a good solution.
I did implement a "random colours" mode for the tracks that does as you suggested, but found it a bit chaotic to balance against the other settings (number of tracks, spawn frequency, number of enabled colours, train speed, etc). Might revisit the idea though.
Thanks for playing!
I found this difficult to get into at first, but once I figured out how to play it properly, I really liked it. I'm impressed by how much you managed to get done because there's so much going on in this game and none of it seems to be broken! I would have liked the option to zoom in/out, but I know that's easier said than done and the minimap is already useful. Nice work :)
You're right, aiming is slightly painful, especially on the second level with those outer tracks. The levels really need more tuning as well. I did originally try an orthographic perspective but found it was slightly too easy that way, so I'm going to figure out how to cast a shadow or decal and add it after voting ends. Thanks for playing!
Haha, yes, the alarm was very last minute because I realised way too late that "you're about to go off the tracks" isn't all that obvious if you happen to be looking at the HUD or enemy structures instead of the train. If I continue working on the game, that will be one of the first things I change. Thanks for playing!
I love the concept - I don't think I've ever seen anything like it before and I can imagine how awesome it would be if developed into a full game (I know you said in the game description that you won't go back to it, but still, it's a cool idea!)
Impressive that you managed to fit in not only an options screen with keybinds, but a playable tutorial, albeit a basic one. Solid work overall!
Sorry you weren't able to play! Seems the game has some optimisation issues because it was also basically unplayable for Bakenshake on the GWJ stream yesterday. I probably did something silly in the mad rush to finish it at the end. It definitely needs work to make it play better at lower res too. Thank you for trying it anyway :)
I was looking forward to playing this after seeing progress in Discord and it didn't disappoint! The presentation is superb and the voice acting was a nice surprise. Puzzle games of this type aren't my forte so I did eventually throw in the towel on level 10, but I had fun getting there! I might try that level again tomorrow because I'd like to see how it ends.
This feels quite polished - I think you did a good job of keeping the scope narrow. The music seems very quiet, but maybe that's intentional. I also had an issue with it fading to black and staying that way a couple of times (had to reload and start again). Apart from that, it's a fun little game and I love the colours!
Thank you, that's great feedback!
The tilemap layers were in need of cleaning up and apart from the pillars being sorted above the player, I think it also resulted in some unwalkable tiles that should instead have been walkable, which is probably what prevents being able to move through those narrow corridors.
We'll definitely be addressing that and your other points if we decide to keep working on it :)
Thank you! We had quite a few ideas that we wanted to implement but couldn't squeeze in. I think the biggest one for me is a party system - the intention was to give the player three controllable characters of different classes so you could decide which one to engage an enemy with. That's why controlling the character requires selecting it first. I think we'll be a little less ambitious next year!