Ah Yes, go with E / R then 🙂
smajlo
Creator of
Recent community posts
Great game, when I played it initially there was only 1 track. Driving feel is definitely improved since I first played it. Leaderboard is awesome feature, I definitely need to have it my own game :D Looking for more tracks and features.
For the devlogs, the one with making a car is my favourite. I don't know anything about 3D graphics and it give me some insight into the process.
Feedback for game: it would be great to have option to remap key bindings or at least have secondary hardcoded keys - especially for gear up and down as shift and ctrl are function keys and on my mac when i press ctrl and arrow down it works kind of like alt+tab on windows :P
Thanks! I'm super happy to hear that you like derail mechanics as I put a lot of effort into it.
Maybe it should be separate devlog, but in short it's not that complicated:
1. every frame curve of a track for each train car is calculated using math and angles. Having car position and two points from a track in front of the car I can calculate angle of a curve.
2. Next, Angle is multiplied by speed (with some additional fine-tuning).
3. If 'risky' threshold is met, sparks start shooting and I keep track how much above threshold car is.
4. If second threshold is met, then car is derailed.
There is a little more nuance to it (car number from locomotive matters etc), but not much. The hardest part was to find right formula to multiply angle by speed, and then to balance thresholds so it's not too easy, but also not too unforgiving for the player. I think it can still use some tweaking, but it's not a priority for me now to tune it more.
Thanks for comment and feedback!
Few people already mentioned UI needs rework and I'm going to focus on it more in upcoming weeks.
Thanks for link to asset pack, it looks awesome, not sure if it's useable for me - it's 3D, but I added it to collection and will review it, because it's really nice looking pack.
Fun game, I like how simple mechanic can be turned into fun experience without any additional features like upgrades etc. Good luck! One of my favourites so far.
UI is sometime glitchy, I had an issue that clicking a retry wasn't working. Also player should be able click retry immediately after game over, without waiting for leaderboard to show which takes few seconds.
Hello, I'm also continuing my game from GWJ#88, good to see other wild jammers here!
Comapred to jam version (which I played during the rating phase of the jam) I see that there is more polish, but I hoped for the next chapter!
I can see from the devlogs that there is a lot of refactoring and cleaning and while I understand that (I also had to refactor my game) I'd focus more on putting more content or do changes directly affecting the game, unless refactorings are strictly required to develop it further.
I'm waiting for the second chapter! Good luck!
Nice game! I've checked your devlogs, there is alot of progress!
It's great that given game is in development there are accesebility options and there is alot of them, key remappings etc, nice!
I had fun, but it would be great to add some variability in fights or maybe increase difficulty, because I went through first few waves of enemies without really thinking strategically.
Other feedback:
- gameplay options screen could you some grouping , because now there is alot of different options all over the place
- After using special attack, it is still on cooldown in a next fight - usually cooldowns are reset between fights, but just wanted to point this out
- I looted so many items (axes, clubs etc) but didn't really know what to do with them (maybe there was a hint in tutorial but I missed that)
Great job and good luck!
Thanks for playing and comment, I really appreciate it.
The controls are simple and easy to understand, though it does take a bit of practice to figure out how to best use them with just being able to select the 2 gears, idle, and break.
It was kind of my idea, that's game easy to play, but hard to master kind of thing. I'm also thinking about changing controls to have more flexbility in setting speed instead of having just 2 gears. Power would be set progressively so player can adjust it with more precision.
After I got the timeout popup, the train continued moving and I could still control it.
Thanks! Adding to the list of small improvements to be made!
The music is decent, but does feel a bit repetitive after a while.
Thanks! I'll add more tracks. I plan to compose something myself.
Thanks for taking a time to play and leave feedback!
Maybe add some scenery to generate near the track so it's not just train tracks in an endless sea of green.
Totaly agree! I have a plan to rework background completely (currently it's just a shader), but it's constantly getting deprioritized in my head :P I'll it to the roadmap and publish on game page so I'll be more comitted to it.
An updated UI would be good as well, maybe have the speed change size as you speed up and start flashing as a warning when you're going dangerously fast.
Great idea, didn't think of that. Will research how others games apply similar behaviour and will add it, should be relatively easy.
Great artstyle and sound - love the synths.
About the mechanics/controls - something was missing for me to help me pick up correct moment to fire grappling hook - maybe some visual clue would help, maybe I just didn't get it right.
Browser build (didn't try desktop) is a little laggy, some optimization would be awesome.
Overall fun game, congrats on the submission!
As others said - first pit is soo hard to get past, maybe because it was waiting till ball bounce instead of using momentum from downfall. Clue or tutorial will help get started, some may get frustrated and stop playing because of that.
After I understood how to play I managed to get to checkpoint 3 or 4 - it was fun, nice idea and good connection to the theme.
Intro art is very nice.
Played for three days, hard to say anything about the gameplay, because it's clearly unfinished (should be scary, right?) With sound effects and actual scary things it may be fun. Art is promising, had occasinal lags/freeze during browser play, but I have old laptop.
Unfortunately I don't see connection to the theme or I'm missing something.
Nice idea and cool simple and complete mechanics with special attack. I wish it's a little less difficult, so it's easy to get 10+ kills (I think I managed to get 11 killsafter 10 tries or so) and get hooked more easily. Also it would be great to have secondary button for special attack, for example spacebar for those more keyboard fluent.
edit: Great cover! It made game stood out on the submissions list.
Very nice graphics, good audio. But even there is no web version - download is required - it was a little laggy on my few years old macbook (sometimes game hung for few secs and generally it wasn't very smooth during game). Maybe my laptop is just to weak, because graphics is great, but just letting you know - maybe something can be optimized easily.
About gameplay: it's fun, sometimes hard to hit the ring, but maybe it's my bad timing :D also on the first run I didn't know how close I'm to loosing / end of run until very end I spotted that "sun" is appearing on the bottom part of UI.
Great submission and nicely combination of theme and wildcard with timing of the GWJ, congrats!
Managed to complete the game, meaning difficulty is spot on, as I usually get frustrated when it's too hard. Nice art and music.
Seems like complete short game, congrats!
Edit: One thing came to my mind: last level could have some big final boss instead being a little more difficult version of previous one.
Beautiful graphics, ball models are neat! Game is unfinished and have some bugs (cue not respawning), but you can never go wrong with pool game:)
One more thing about aiming - when I've tried to do shot from distance, it's hard to have aim with precision, because it's 'jumping' to many pixels so it's not possible to have a perfect shot.
I didn't get too far, I'm not very good at platfomers and that's definetely tougher one.
For controls I would add possiblity to jump with space key, so only one action is performed via mouse (and that makes it's playable on touchpad :D.
For UI it would be great to have best score in the main menu (even only from single session)
I may be not the best person to advice on it, since my game also suffers from game window issues, but one idea is to set smaller window size in browser, so player will either have smaller window that fits into screen or goes full screen. Or there is option in itch,io to make always go full screen; maybe that's an option.

I'm going look into this more and also test more browser play on different devices next time.

