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A jam submission

The Cévennes Express (Honest Jam 6)View game page

Bring public rail transport to the remote Cévennes Mountains. A relaxing mixture of "Carcassonne" and "Dorfromantik".
Submitted by dsacre, Milatur — 3 hours, 3 minutes before the deadline
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The Cévennes Express (Honest Jam 6)'s itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#123.1303.500
Fun#123.3543.750
Pacifist Theme#134.4725.000
Audio#152.6833.000
Originality#163.3543.750
Overall#163.3993.800

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

Briefly explain your games interpretation of the Pacifist theme?
Peaceful building in a stress-free environment with cheerful colors

Please tick any optional modifiers you incorporated into your game

BUTTON FEEDBACK QUEEN

How much CODE (text or visual) did you make?

All

You created all of the code from scratch (excluding game engine)

How much of the game's ART did you make?

Most

You created most of the art (not with AI) - but used a handful of existing assets

How much of the game's SOUND effects did you make?

None

You didn't create any sound effects - you used existing audio for your game

How much of the game's MUSIC effects did you make?

None

You didn't create any music - you used existing music tracks for your game

Other comments (Code / Art / Sound / Audio)
Teamwork:
- C++: Milatur
- Art, Godot: dsacre

THIS GAME IS IN A VERY UNFINISHED STATE. From the beginning, it was more intended to be a Tech Demo to explore the possibilities of C++ GDNative Support in Godot 3.x. There is not much information about this topic available, and even less concerning Web Builds and Cross-Platform Compilation. From the preliminary tests before deciding to go for this project, we thought a very limited MVP with a few tiles and simple rules should be doable within a seven day Game Jam. Like always with Game Jams, everything went relatively smoothly (of course there were the usual hiccups and setbacks along the way; otherwise it would not be a Game Jam...) until submission day. Twelve hours before submission, it was noticed that the Web Build does no longer work, but the cryptic, undocumented error message was no help. In the end, it turned out that the compilation did produce a faulty library on one build system, but worked with identical settings on another build system and nobody knows why... These minor issues combined together consumed much more time than we anticipated, which unfortunately did no leave us with enough time to include the functionality we wanted.

Did you enjoy the jam? Is there anything you'd change if you could start over?
Yes, we did enjoy it. Learned a lot. And enjoyed the nice community.

Aren't you awesome for being creative and taking part?

Yes

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Comments

HostSubmitted

really enjoyed exploring this, despite it jsut being more of a prototype - it was clear there was potential of a hex-tile puzzler where you build up rail track connections!

Submitted

That feeling when you finally get the perfect tile you were waiting for. 😘👌
I didn't understand the placement of blank tiles (the plain green or brown ones), I would be able to place it areas I assumed I would be able to.

Developer

Thank you very much for playing and your feedback.
The blank tiles are currently a bit confusing due to the lack of artwork. The green tile represents a meadow, the brown tile a forest and the yellow tile a farm field (unfortunately in web version, the colors get washed out, which does not help either).  These nature tiles are basically fillers, which can be placed in areas, where no track (or hopefully roads, settlements etc. in future releases) can be placed. Any nature tile is compatible with any other nature tile, so it is very easy to fill gaps. But just like in real life, a nature tile cannot end infrastructure, so placing it where a railroad track has an open end does not work.
The total opposite of that is the gray tile: It represents a settlement, which only tiles with itself. In this rough version of the game, this tile can only be placed at the outside of your building area, since it cannot interact with the rest of the tiles (yet; will change in future releases). During testing, we realized that in some (browser and screen) configurations, the brown and gray tile seem to have the identical color. Maybe this leads to your placement issue.