Thank you for playing! I'm glad you enjoyed! We had alot of fun ideas for maps that didnt make the cut due to the deadline, some of which we might revisit if we decide to work on the game post jam. Several others have mentioned wanting larger maps, and I don't know if it would have worked with the style we did things in, that would be something to consider as well. I'm sorry you didn't enjoy the pirate level, it seems like it was hit or miss with alot of people. Is there anything that you think might have improved it, such as removing the second ship, changing the firing rate, etc.?
Spartano46
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Thank you for the feedback! All of the artwork was made by my teammate @Ncarracing64, and I agree that he did a really great job on it! Unfortunatly, neither of us are skilled in the sound department, so 90% of those were creative commons soubds/music(we did create one of them ourselves.) Your sound issue is interesting, I think that's the first time someone's mentioned having that issue. It may be an issue with the webplayer itself, I've noticed a couple of bugs that would show up in it that wouldn't appear in the editor, so I'll have to dig into that in the future.
Thanks again!
Very solid first entry! My only nitpicks are that it was hard to figure out how to equip/use items, and it felt like it took too long to earn up enough money to buy stuff at the item shop(the second one may just be a skill issue on my part though.) Still, it's a cool game, and I'm looking forward to your next entry!
Thanks for the critque, and for streaming the game! The idea woth the lack of signals on a couple of the lines(mostly a thing on the first map, where we were still figuring stuff out) was that the track without a signal would be a constant threat that you would need to keep an eye on. I'm not sure if I would change that in it's entirety, but I would want to consider adding a way to predict incoming trains, like a signal or something.
I was drawn in by the backstory, but I unfortunately struggled to figure out what I was doing while playing the game. I think the game would benefit from a more detailed tutorial to help guide players early on, even if its just in the game description. I'm looking forward to seeing what you make in the future!
I feel that on the walls, you should see some of the hacky code I had to put together to get the train spawning in our game to work lol. For the reversing, I think it's and issue of intuitiveness. This may be more of a me issue than anyone else, but I felt like I was always expecting the car to go back to forward movement as soon as I released the q-key. It may be an issue of how other driving games have trained my brain to think.
I've been playing around with different game engines(everything from gamemaker studio to rpg maker) for as long as I can remember, but this will only be the second jam I've taken part in. Programming is my personal area of expertise, so I don't expect my game to be the prettiest, but I have some ideas that I think will end up being pretty fun.
Good game, esp. since you aren't a coder yourself. I agree with the comments below, however, that the game does need something of an added challenge, which doesn't necessarily need to be in the form of enemies. You could have fewer platforms, make some of them move, things along those lines to make the game more interesting. Overall though, it is still pretty cool.

