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A jam submission

Jigsaw TrackView game page

prototype track builder
Submitted by redinator2000 — 2 days, 23 hours before the deadline
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Jigsaw Track's itch.io page

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Comments

Submitted

https://www.twitch.tv/videos/2077858024

Enjoyable concept. I was desiring more asymmetric solutions, well enjoyed the third to last level that had one (or I did unintended solution). Saw a screenshot of the final level finished and did not want to play it, seemed tedious.

I wrote it last time, the 3D controls are super unnecessary but surprisingly fun. The train showing up was a fun surprise. I guess you could go real big on appeal by placing the finished track also in some kinda nice landscape.

Submitted

Same Issue as other Web Entries, https://github.com/godotengine/godot/issues/69020 has more Info on it.

Submitted

Played almost all maps. Video: 

The game is interesting and the concept is fun, but the controls need work on them. I had issues while manipulating pieces, either placing them or rotating them. I think you need a better way to handle these.

Having the whole track setup but being one piee short and needing to start all over doesn't feel great.

Sometimes I wanted to see where my pieces where but it was impossible to tell where without having to lift them up.

Last level I played I felt completely lost. From a glance the last level looks like it takes an hour. I think that starting with some pieces already on the board, stuck in place, would help to guide the player.

Submitted

-When clicking on the first level, it loaded but the map was a gray box. Exiting and selecting it again, it was normal.

-Controls are a little finicky. I wish I could just press R or some such instead of wiggling the mouse. Though you get used to it.

-In the chain level, I got the solution but it was only a few tiles over the grid limits, so annoyingly I had to move everything over one piece at a time. I would add picking up the entire track at once, or an unlimited grid/wrapping to help.

Beat most of the levels, I had a pretty good time. I imagine that if you added some special tracks that change depending on direction of approach, it may lead to some cool puzzles since the train has to work in both directions. Though as a casual puzzle game, it's fine as is. Keep chipping at it.

Submitted (2 edits)

The game starts off great in the first half and completely falls off in the second. It takes less than an hour to run through the first 9 stages. It takes dumb luck and saintly patience to get through the last two. Puzzle games don't work like this. Level-based puzzle games require a setup for each level -- some kind of difference in levels that places a limitation on your actions to give you a nudge towards the solution. The rail pieces are not enough to indicate that. Here you are not given setups -- only vague goals, and the player is given way way too much freedom  which means it's near impossible to narrow down your options by using your brain. This is 10% thinking and 90% blind experimentation when ideally it should be the opposite. Two ways I would approach this is placing obstacles that limit your placement field or starting off the stage with one or a few permanently placed sections of the rails.

It would be convenient if you could delete rail pieces by right-clicking them.

Controls are intuitive but fighting against the rails deciding their own rotation is not satisfying.

Developer

last 2 levels were kind of just "fuck it, super hard levels for the end of the demo". I'd like to do a modern-puzzle-game non-linear overworld so these types of levels are more like bonus optional levels

I have some ideas for some distinct mechanics so people have more to reason and think about

Submitted (1 edit)

Cool for a casual game, but not quite mom-tier yet. Also, trains are inherently cool.  

I think others have already pointed out everything I would have had so I'll leave it at that. Nice work!

Submitted

Is there no sound? That's a bummer.

Selecting the level was weird, I selected it then it took a long time for it to register my click.

The smoke from the train looks a bit odd and unnatural the way it comes out and hangs in the air.

What does "place all pieces" do? It's grayed out.

There's a nice sense of satisfaction when I solve a puzzle.

Sometimes the pieces when pulled away from the whole go 'black' and dead, but sometimes I can place them as their own thing. It's unclear to me when or how I get one or the other.

There's a weird square that appears in the top left when I'm placing pieces.

It's super annoying when I'm building and I reach the end of the play area. Why not make the play area infinite if I get to the edge?

I got filtered on the bow level.

Good. Like some other people said, moving many pieces at once is a chore. Also, stop pieces from snapping to the edges, any time a piece snaps to the edge it is always a bad thing and you now have to move the piece to the opposite side to un-snap it.

Pretty cool!

Here's my masterpiece:


Submitted

Was looking forward to playing this one because it looked really cozy. The gameplay is really solid, didn't have much trouble at all with the controls at all, just wished there was a way to multiselect  pieces in case I need to move the entire track. Also feel like it would be helpful to see some separation between the pieces, I was losing track of the tiny tracks when I've placed them. I stopped at 'bow' cause I wanted to give other DD games a shot. Mostly looking forward to the audio, I feel like it would really elevate the experience. And perhaps seeing some little trees and bushes popping up in the field when you test your track <3

I honestly liked the game more as a creative game than as a puzzle game. But I guess Tracks! fills that niche. Still, more Lego Loco likes would be appreciated. Severely appreciated.

Submitted

I enjoyed this, finished all the levels. Very straightforward, don't think it needs any explanation at all really. Controls are good except that the pieces that split into two tracks can be a bit finicky to get facing the way you want sometimes. Jeeting away pieces is great. A quick restart button could be nice. 

The only thing that annoyed me really was the map being to small for some of the later levels and having to pick up every piece individually because I had started building in a way that I ran out of space. Maybe a way to pick up and move the entire track, or having a larger map.

Not sure how much longevity it could have, perhaps it would get work just fine with more different pieces. Some sort of obstacles you have to build around, already placed pieces of track to account for, having the train do jumps, etc.

I don't know how much far you want to take this, seems perfect for a mobile version at least. The graphics are fine and to the point, I think it could look really cool, and "comfy",  with elaborate tilt shift type aesthetics and building around small towns and the like.

Submitted

Pretty cool demo, I like the little details like the smoke from the train. I wish there was a reset button so that I can clear the whole track at once. A way to rotate the tracks would be nice as well. It did feel intuitive. Also is creative mode broken? That section didn't seem to work for me, it was just an empty space where I couldn't place tracks. The toy-like aesthetic is great and the little bit of physics when you throw the pieces are a neat little touch as well. Great work so far, can't wait to see it next DD.

It’s a less violent Besiege.

  • The simple, clean, low poly 3D is perfect.
  • Water shader could be a bit nicer though.
  • Level names as clues for the solution can be a bit difficult. I have no idea what an “ell” might be. Maybe this is some train nerd thing. And I’d call that “cross” layout a “figure 8”.
  • On the other hand, I thought “chain” was a great descriptor
  • So some other clue as to the solution could help on the more difficult layouts. A limited number of auto-placed pieces? You could put a badge of shame on the level select to show the player cheated and is small brained.
  • A way to reposition the already-laid pieces would be handy (chain level fdfsff)
  • UI (buttons etc.) needs polish, needs some nice chill BGM and SFX, but I assume that’s all on the to-do list
(+5)

Nice lil demo, played until tight.

It needs the ability to drag the whole track around if space is gonna be limited, the worst thing in puzzle games is figuring out the solution but having to do a bunch of busywork to execute it.

Snapping wasn't great for those split-track tiles specifically but the rest worked fine.


Benis
(1 edit)

Pretty fun, some levels bugged out when I started them but then played when I refreshed the page, I think if you get better UI and make like 20 - 40 more levels, people would be willing to buy it on steam or here on itch already, you are gonna make it

Submitted

Very fun and simple concept that becomes quite complex by the end - the last level took me quite a bit to beat. Only thing is missing is some QoL stuff (like being able to restart a level without either throwing all the pieces off the map or go back into the menu, or being able to select and move multiple pieces), and some polish to make it look nicer.

Submitted

Cute tech demo/concept. Have to second the feedback that the initial level basically didn't load at all. Not sure why there was a teal area around the placed tracks though. Additionally, it would be nice to be able to drag all connected pieces around- at one point I built near the edge and couldn't finish placing it, so I had to manually drag everything over.

Submitted

Played up to Tight, some remarks:

  • First time I loaded a level (circle) the loading took very long loading and it was just a black screen with only the right bar working. Exiting the level and re-entering fixed everything.
  • A bit of stutter when first running the train, probably some shader stuff. It's on web, so is to be expected.
  • While the mouse snapping is intuitive, I'd like a button to manually rotate tracks since that can be quite finicky when zoomed out too far.
  • When ending the second level, the train did the full track, then reversed and did the full track again. It did so again in all next levels, so I assume it's by design.
  • Audio please? Some snapping sounds are vital.
  • What does the "place all pieces" button even do? It's always grayed out.
  • Very nice level with four crosses.
  • Make the grid unlimited to all places please, very annoying on the level with the four crosses.
  • Otherwise, let me select and move all pieces together.
  • A Reset button would be nice.
  • Ended with finishing Tight. I find those splitting tracks hard to reason about, until I found out that it doesn't matter how the train enters and exits.

Fun game, could probably turn into a decent puzzler though it's lacking QoL stuff right now.