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A jam submission

The TrailView game page

The times have changed, but the dead still need guidance.
Submitted by McFrostyBoy, Rakunuki, Red Tree (@redtree8888), Thetra00 (@Thetra00) — 40 minutes, 10 seconds before the deadline
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The Trail's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#164.0594.059
Enjoyment#193.8243.824
Concept#293.7653.765
Overall#333.5883.588
Use of the Limitation#932.7062.706

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
5

Software used
Unity

Use of the limitation
The main character will fire a shotgun whose power is decided on by the cards discarded from their hand at the end of their turn. Narratively, they wield a shotgun, and they also literally ride in the "shotgun" position as part of a stagecoach caravan.

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Comments

Submitted(+1)

This game has a lot of potential, I like the idea of the map and card mechanics, more variety of cards and enemies would definitely be nice, and an in-game tutorial

I really liked the idea, good job

Submitted(+1)

First of good job to the five of you. very nice looking game with a lot of polish. Liked the branching routes and map very well put together with a lot of detail all over the place.

found the combat a little lacking with the only way to attack being shotgun. 

The only issue I ran into was the ending text flashed on screen then moved to the  next scene with the ending stuffs.

Submitted(+1)

This is very cool, and different. The art style and atmosphere are also really good. Reminded me of Pyre a bit.

Great job on this one!

Submitted (1 edit) (+2)

This was a neat experience! I love the Slay the Spire inspired mechanics and the game looks sooo good. This is also quite impressive for a 3 day Jam. I didn't really feel that the limitation was in focus, but aside from that the theming is done really well and I can also see and feel how much effort that has been put into it while playing. Great work guys!

Developer(+1)

thanks a Lot, our musician made all the music himself in 2 Days, that was realy impressiv!

Submitted(+3)

Honestly, the more games I play the more interesting things get, this Is a unique game that uses both the Theme and The Limitation really well! I didn't understand It at first but I got the hang of it. Design Is a 10

Developer

Glad you liked it! Our team worked really hard on this game. We definitely missed some opportunities regarding the clarity and rules around Hermes's shotgun mechanic, so thanks for letting us know that it wasn't easy to understand. :)

Submitted(+3)

So much work! The story is really nice, there are a lot of different stuff in the game. I didn't quite get how to play the card in the battle which is a bit pity. 

The art is beautiful and I like those game with the story break like in FTL and so on.

You really get some efforts into it I can see these!

Developer

All of our artists worked really hard and produced some really cool pieces. Raku made some really cool characters, and Red Tree made some amazing, original soundtracks and SFX for us. We really wanted to improve the guidance around the battle system, but at the end of the day, just getting it done and out the door proved to be the most we could do. Thanks for your feedback, and glad you enjoyed it!

Submitted(+2)

Hey no miracles he! It demands a lot of parameters and huge experience to get things done well. It's even harder when working with more than 2 ppl or being alone. I didn't expect such a game in a game jam. So you can be proud of it :)

Submitted(+3)

Really cool game! Could be on top 10 if not number 1 for sure!

Developer

Thanks a bunch for the high praise! We really had a lot of ambitions behind this particular game design, and a lot of ideas, plot details, and quality of life features that just didn't quite make it into the game. Glad to hear you enjoyed it in the slightly incomplete state that it's in!

Submitted(+3)

Really cool!  Never thought of a Slay the spire type game with a party of characters. I'd really love to see this as a full game. My feedback would be:

- It's hard to tell who/if the enemies are going to attack, making it difficult to strategize

- Dragging/Selecting cards was difficult

- Being able to press anywhere on the dialogue screens to skip/unfurl the rest of the text would be nice

- Card/enemy variety, though I understand with the limited amount of time how this took a hit

I'll say again that I'd really like to see a full game!

Developer(+1)

Hi teuciont! Thank you so much for playing, and for your really thoughtful feedback. All very insightful points! The target highlighting was definitely a feature that we wanted to implement, but lost to the lack of time. The card selection/playing system was implemented in an... interesting way by yours truly. Definitely a lot of room for improvement there. The dialogue screen thing wasn't actually something any of us had thought about, but a really helpful QOL feature. Will def try to incorporate that into future designs. And yes. The card and enemy variety along with some (in my opinion) very interesting mechanics for Charon, the non-shotgun character just never made it in. :*( Either way, just want to thank you again for the constructive feedback, since knowing where and how we can improve is just as if not more important than what we did well.

Submitted(+3)

this is really good I can't believe that this was done in 3 days. (I think) but I haven't seen many other game jam games

Developer

Hi gavcan! I'm glad you think so highly of the game. Thetra really put in a lot of work, expertise, and valuable experience to make so many of the features happen. I'm really happy to hear that his efforts along with the rest of the team's made for an enjoyable experience for you.

Submitted(+3)

I really enjoyed of playing your game!
As Pokemon tcg and MTG fan, I am really happy to see your card game in this MiniJam!

Developer

Hi kilmkam! Happy to hear there's someone else who likes TCGs here! I will say that as someone who's into TCGs, I really feel like we only got the idea of making a TCG into the game, instead of capturing the fun that comes with the wide diversity of cards and complexity of effects and archetypes that are present in complete TCGs. Either way, our team worked super hard to get this idea as far along as we did, and I couldn't be more grateful!

Submitted(+3)

very nice cards game. i  tried   not that long to make like this and it can get  very complex on the long run. good job

Developer

I would definitely agree with you on that. There is some rather questionable code backing the battle system that I personally wrote. I can definitely say that I am not proud of what I did, but that I was thankfully backed up by some amazing teammates who did great jobs of producing some quality art, music, and other (much better) code. :D

Submitted(+3)

Nice art style, love it!

Developer

Raku did some really amazing work with the art! Was so cool watching how quickly they were able to produce such great pieces. Also feel like they were backed up by some great original music and SFX from Red Tree!

Submitted(+3)

The game didn't really seem to have much to do with shotguns, but the card based gameplay seems like it could've been fun if there were a few more card types.

Developer(+1)

Thanks a lot for your feedback, I know what you mean, although it says "shotgun as a mechanic" we tryed to implement it in different ways- at last our time ran out, we wanted to make the cards be redrawn all by a "shotgun shot" bursting all your cards on the enemies and get new cards, but our scope was to big so we had to cut down alot of it.

Developer (1 edit)

I definitely agree with your feedback. As Thetra mentioned, Hermes is intended to fire a shotgun at the end of her turn, using unplayed cards as ammunition (she actually does do this if you watch her character closely). Unfortunately, we didn't have enough time to clearly explain this rule or come up with clear ways of visualizing it.  Also agree that additional card types and mechanics would have been more enjoyable. The features related to both of these things kind of got left on the table in our attempt to hit the deadline. :(

Submitted(+3)

The shotgun as a mechanic from a narrative standpoint is a bit stretched. The game seemed more about ghosts, but even that was confusing. Overall the game plays like a nicely made Oregon trail. I'd love to see it expanded out with more levels. Great game!

Developer

If you click settings you can switch to the second map

Developer

Glad to hear you enjoyed it. I definitely agree that we had a lot of room to better emphasize the shotgun mechanic. Hermes actually fires a shotgun at the conclusion of her turn using unplayed attack cards as ammunition, but we didn't do a great job explaining or visualizing it. We also had some additional plot and narrative sequences to better clarify this + Hermes's relationship with her shotgun, but our dialogue system was limited by our deadline, so we wound up having to axe that exposition. Either way, the entire team  worked really hard to make as much of this ambitious design happen, and I couldn't be more grateful. Thank you for the feedback! :D