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A jam submission

Signalbox (Indev)View project page

PULL THE LEVER, KRONK
Submitted by Brickertown (@brickertown) — 3 minutes, 21 seconds before the deadline
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Signalbox (Indev)'s itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic (Art & Audio)#54.0254.500
Likely to Release#64.0254.500
Overall#113.6904.125
Bug Free#133.5784.000
Interesting Gameplay / Fun#163.1303.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

>What was the most frustrating moment or aspect?

I found the map confusing. I thought the direction I started facing was the oncoming for the top track and the direction to face the phone was the oncoming direction of the down track. I eventually did pick up that the caller says whether a train is coming up or down, but then there was a train I was supposed to stop to let a count's train pass, and I couldn't stop it. I was also unclear on when to let go the first train you're asked to stop.


>What was your favorite moment or aspect?

I liked whenever I felt like I had a handle on the train situation. The whole setup is made complicated enough that, whenever I had the right trains stopped and was managing paths correctly, I felt like I was actually accomplishing something.


>Was there anything you wanted to do, but couldn't?

I hoped that lighting the candles would make the demon go away long enough for me to figure out what was going on with the trains, but I'm honestly unclear on what the candles do exactly. They didn't seem to change much.


>If you could change, add, or remove any 1 thing, what would it be?

An easier start, kind of like Five Nights at Freddy's with its learning night 0, would be appreciated. A timeframe to get used to the controls enough so that when the demon does start showing up it's more interesting than annoying.
Developer(+1)

Thank you for the detailed report! I can actually comment on a few of the things you brought up:

  • The up and down directions being somewhat confusing has been my most common feedback by far. I have a number of plans on how to handle that, some of which are a little silly but should work. I'm also planning on looking into whether I can highlight certain words in the phone call text (i.e. "up" or "down" or "has to wait") to make them stand out.
  • The candles actually ward off a different demon that doesn't spawn correctly, a shadow demon that appears under the table the candles are on. I'm working on getting that fixed and working. The demon that DOES appear can be warded off by clicking on it with the book (I was hoping the chevrons on both the book and the demon may point that out).
  • So far I've mostly viewed the first playable day as more of a "day 2" kind of thing, so hopefully in the final build (when I have day progression working correctly) I'll have an actual day 1 that isn't as breakneck. Also hopefully having a day to ease the player into the swing of things allows them to examine the stuff in the room more closely.
Submitted(+1)

Amazing, loved the mix of pixel art on the inside and 3D rendering outside, the gameplay is easy to grasp but hard to master, didn't know what I did in my first run but all controls went nuts for in minute 4 and until I crashed two trains in the last minute. Not knowing exactly from which direction comes every train makes it a lot more difficult. The sound is great, creates a great ambience. Congrats on a great entry!

Submitted(+1)

Cool game! Took me a bit to get used to the controls and what the game was telling me. Not sure there is really a consequence for letting the trains go out of order though. It could be a little clearer which switch does what (though you can figure it out from the visual board) and it took me a long time to understand "up" in the phone call directions meant the starting direction and "down" was the reverse direction. The demon really scared me a few times so that was great, adds a little bit to the tension with the ticking and phone ringing too. Lots of great ideas at work here that really go well together. Not sure I could handle if it got more complicated (I only played level one) but I really like the execution. Great stuff!

Submitted(+1)

Seems very unique.

I like the demon, it actually scared me a second when I turned around the first time and saw it. GJ.

I think the basic mechanics of the switches all worked as expected.  I picked and played with everything but not sure how many interactions you have in place.  

I don't really see how to identify trains. There can be multiple trains coming and I don't know which is which in relation to the call and which needs to halt or free to go through.  Perhaps provide a compass and indicate the trains are north bound or south bound etc.. to help identify.

Good job.