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A jam submission

Endless RailsView game page

Roguelike prototype for the GodotWildJam-59
Submitted by Genkai972 (@AxelDEAU), fetse — 1 day, 1 hour before the deadline
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Endless Rails's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#23.9143.914
Graphics#64.2574.257
Theme#104.2574.257
Originality#133.7713.771
Overall#153.4693.469
Fun#233.1143.114
Accessibility#422.5712.571
Controls#572.4002.400

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted(+2)

Hmm, I can see a very good game just lurking in the shadows, though I have to agree with the others, I think you could have improved the controls for the tank barrel, I think rotating clockwise with A, and counter clockwise with D would have solved a lot of the problems people were having (atleast thats what I think). Oh and probably switch around space and shift or use E for interactions which is quite common, but these things are mostly nitpicks because everyone should turn off sticky keys ;) anyways.

I am a great fan of the art style, it fits really well and the HUDs having bright contrasting colors makes them stand out which is great.

Submitted

Great graphics and great execution. It was hard to aim using keyboard, and time between waves was too short. But I had much fun playing this game,

Submitted(+1)

Fairly original, moving from cannon to computer to upgrade was a nice touch..

Controls were not great to be honest. Aiming is tricky and the shift to shoot pattern did not sit well.
Though I'm not normally a big fan of keyboard and mouse, here I would make an exception and say mouse aim and shoot might have been preferable 

Developer

I agree with all your points.
Aiming with the keyboard was a gameplay decision based on the art style we were going for (and the game itself), the game was sort of a "multicrew" game that you play alone, like fixing lights, motors, and such things, we only got to the cannon and submit it that way which was a really intelligent decision as we wouldn't be able to introduce all the mechanics. That said yes, the cannon was based on art style more than how well it fits the gameplay, as it was a secondary minigame we kept as the main drive of the game, we didn't wanna use 360 engine rotations as it ruins the pixelart a lot from my POV (unless it is sort of polished 3D post processing.

Submitted(+2)

Nice art and idea! Bad timings between waves. Shift is bad for shooting, i always have windows notification. 

Submitted

Very original, and very cool graphics!

Submitted

I'm not sure if I'm just dumb but I honestly couldn't understand what to do lol, even trying to use the controls you mentioned below the game. anything other than WASD did not work for me and I just couldn't do anything.

Developer

Were you able to use the cannon in the middle wagon ? Just press space next to the periscope.

Submitted(+1)

ah. i guess i missed that. i managed to play it and i want to say a couple of things:

at first it was nice, it became increasingly difficult over time and each time i failed and restarted i got more and more efficient with my time, however if you fuck up a tiny bit it costs a lot. i get that you have the emp for that but still. HOWEVER, and im guessing you know this but i figured out at one point you cant actually lose if you just focus on clearing enemies from 2 wagons instead of 3 since the third one being broken doesnt really do anything, im guessing you tried making the player want to save it by scaring him that his reload speed is falling but its actually not needed. so at that point the content of the game becomes stale since it stays the same practically forever. in general i would take inspiration from something like Dome Keeper to see how you could improve on this. but the base of the game is pretty nice.

Also a small thing about the cannon: at first it was a bit odd that i couldn't go 360 with the cannon and had to go all the way around to get from one bottom part to another.

regarding my starting experience that i couldn't find how to start the game: i feel like a simple outline on what can be interacted with would help with that, same thing with repairing health later on.

i also really liked the music, gave me original call of duty mw2 vibes haha.

overall i enjoyed it apart from my very first experience and whenever i solved how i can infinitely stay alive.

Submitted

I really liked the art style of this game and the atmosphere. It was a bit difficult but it was pretty fun!

Submitted

Looks great, took a moment to work out the shift key fired the cannon, but once I worked that out, great fun to play. Nicely done.

Submitted(+1)

Really cool game. The sprite work is really good! Great job. :)

Submitted

Good looking game and great audio. As others have said sticky keys love appearing and the time between waves was a bit harsh. It felt like being thrown into it a bit too quickly. But still fun

Submitted

This is a good looking game that fits the theme perfectly.

(2 edits)

I enjoyed my time with this--great work! The upgrade mechanics confused me initially because there isn't a ton of obvious feedback when you use the computer, and I definitely triggered sticky keys spamming shift :). Otherwise, solid submission and strong concept! The art is fantastic.

Submitted(+1)

Great concept! Best parts for me are the art and audio (I especially like the colour palette). The weakest part for me would be the controls, as others have said - I think I would have preferred mouse controlled with a reticle for the cannon, but I had fun with it anyway!

Submitted(+1)

Beautiful game with a great concept. Very fun and tense. 

The textbox at the start was too fast so I didn't know I could EMP for a while. 

Submitted(+1)

Pretty fun gameplay loop with a lot of tension. Art and audio are pretty rad too. Only thing holding it back is the controls and lack of time between waves to process

(+2)

This was really quite fun! The limited movement of the cannon, and the limited reload speed were really good for creating tension, loved it.

I did find the controls a bit janky, though. Sometimes not registering, sometimes the cannon wouldn’t fade.

The artwork was gorgeous, and the music and sound design fit really well.

Well done!

Submitted

Difficulty seemed to ramp up pretty hard after a few waves. I wasn't sure if I had properly upgraded my cannon when I went to the computer tho so maybe I was doing something wrong. I did have issues with "shift" being the default fire key for the cannon. Windows kept trying to enable sticky keys because I was spamming shift lol.

Submitted

Nice Loop

I thought it was pretty fun but did get very hard very quickly lol. It seems like the best strategy is to almost always upgrade the reload speed or else you fall behind with the difficulty scaling but then if you lose a cart once the game just feels over because you lose reload speed.

Developer

Yes! the difficulty wasn't the priority as the idea in general was completely different, we overshoot with the time limit but manage to make a tiny experience.

Submitted(+2)

Neat concept and lovely art and atmosphere. Either I'm trash at this type of game or the difficulty was pretty brutal from the start. Attempted multiple times with an understanding and strategy and just couldn't really get any further. But definitely some great ideas here!

Developer

I had to boost the difficulty of the game because if you played smart and reached 100% bonus, you basically could not lose as the cannon could shoot down enemies before they had the chance to get in position, to help with the difficulty I've added the EMP that used wisely could help progress... Repairing the damaged wagons and smart target choices are essential, but for sure I could have made the exit cannon a bit clearer, I assumed that using spacebar to get in would be enough to assume spacebar to get out :-D

Viewing comments 25 to 6 of 25 · Next page · Last page