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Mean Mia: Fury Rail's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Would you like to see this game idea developed further? | #33 | 3.778 | 3.778 |
Was there a sense of progression? | #47 | 3.333 | 3.333 |
Overall | #49 | 3.500 | 3.500 |
How well implemented was the core mechanic? | #61 | 3.556 | 3.556 |
Did the secondary mechanic complement the core mechanic well? | #71 | 3.278 | 3.278 |
Did the game align well with the task? | #85 | 3.556 | 3.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Unity
What are your pronouns so I know how to refer to you in the videos?
He/Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
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Comments
This was epic! Felt like a little movie :D
Cool concept. My first game was a bit weird since i chose turret that didn't match the type of my wagon, so my train was not doing anything but still survived. Second game i chose carefully but i think my train blow itself after 2 seconds. Third run i think i managed to kill everyone. I think it's a bit messy for now but really curious to see more of this concept.
This was a really cool auto battler, I don't think I've ever seen one in 3d like this. I liked the cinematic camera angles tho sometimes they clipped into the enemies and I couldn't see what was going on. I like all the different enemies and upgrading between waves, it's fun to build a big death train. I would've liked to be able to see mine and the enemies health bar during the fights, I couldn't really tell how things were going until the fight was over. Great work on this!
Yeah the camera is a bit wonky, like many other janky systems in my entry :D your points are very valid and I'll patch those up if I make it to the next round. Thanks for playing!
The overall feel was great but there is so much that could be improved. The most annoying was the AI just running around and past the edge of the world becoming unkillable, the cannons felt awful as they constantly kept missing compared to every other form of damage (rockets op), the camera swaps should probably be upto the player instead of on a timer, and obviously the graphics could be better. Still the first 5 minutes were amazing, but wither rather fast.
Agreed on all points :D it's very rough in it's current state due to a lack of testing in the final hours and some parts just being straight up unfinished. If I make it through, fixing the current issues and polishing it up a little is my main priority before even looking at what the second jam task is, lol. Thanks for playing!
The game was fun, but I found that the camera was a bit too close, and made it hard to tell what was going on.
Very cinematic experience! Fun and exciting!)
Great concept! I thought I wouldn't be a big fan of autobattlers but something about the rooting for your train to outspeed or "outgun" the enemies was awesome. Large Railgun OP
Something about this hit all the right spots for me. The train battles were great. This has a lot of potential.
I really loved this. It felt badass seeing the cameras switch between the enemies and that train. Great take on a tower defence game. Hope you make it through to the next round, I feel like this game really has some potential. Good job!
Train games are approved
I love the idea of a train roguelike!
In round 2, I would love to see a little more work put on the presentation, because I think the mechanics are good, but the UI and battle scene could be improved a bit to match
Thank you! Yeah I mainly focused on the gameplay mechanics and had to rush the UI, player experience, art, etc. It's definitely a little rougher than I hoped :D