Ay I won eventually. It's easy to make mistakes here, due to how the new rails place. I kept thinking "place THEN rotate", rather than "place a bend". I guess not being able to see that far ahead also makes it a challenge. I would say though that the trees are distracting, in that they're 3 trees together, and if you're trying to place while the camera is rotating it's difficult to know what's actually a free space. I think that could have been solved with single trees as then you wouldn't have the trees on the sides that actually move around. But hey, nice game and cool sound effects!
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Pixeloco's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution restriction) | #25 | 4.769 | 4.769 |
Audio | #72 | 3.692 | 3.692 |
Overall | #105 | 3.731 | 3.731 |
Gameplay | #152 | 3.077 | 3.077 |
Visuals | #160 | 3.385 | 3.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
We were a team of 2: one for art, and one for code & sound.
Was the resolution a challenge?
It was fine aside from the curved rails... those were tricky. Turning the camera can easily look bad in this resolution, so we had to employ some tricks there (making some sprites stay upright). Making a fitting soundscape without the typical 8-bit sound was challenging too.
What did you learn?
It was our first time working with pixel art in Godot, but it worked pretty smoothly. Other than that, the implementation of driving on rails and reacting to train stations was a good exercise.
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