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Train Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #40 | 2.635 | 2.778 |
Presentation | #60 | 1.897 | 2.000 |
Overall | #61 | 2.003 | 2.111 |
Concept | #61 | 2.108 | 2.222 |
Use of the Limitation | #70 | 1.370 | 1.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Four Members: Alantir - Game Design, Programming, Didier Brown - Art, Bronteee - SFX, DovSikowitz - Music
Software used
Unity, Photoshop
Use of the limitation
The player is trapped "all in"side the "box"car of his train.
Cookies eaten
A lot of Nila Wafers
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Comments
You made a high score board for a jam ! That's technical and nice, I like it !
The game is quite functional, no major bugs, seems to be able to go a long way. The upgrade system of monsters and the train both seem bugfree and meticulously implemented, bravo
The visuals lack a bit, especially for the monsters, but obviously in a jam with only on person to handle the art, it's not easy to have something amazing visually.
Good team work and solid entry nonetheless ^^
(i didn't know of Nila Wafers ; my goal is now to find some in France to try them :B)
Made it to day 12, having an enemy respawn in every 0 seconds is a bit overkill though. no way anyone can survive past day 12. lol
Nice work! i liked it. if thats a highscore system - i would have made it mandatory to make the user write their name .. and maybe some prompts. also, the ui messes up when you have alot of $$ and 10+ lives.
but good work. i enjoyed it,
thank you! The mutations are chosen randomly so it’s not always guaranteed you will hit that rate at day 12. There are 3 choices and 6 stages before 0 second respawns so on average it should happen around day 18 but looks like you got it early.
I definitely considered adding a floor to the respawn rate before 0, but I also wanted the player to get overwhelmed so they can’t go on forever. There’s a lot of balance tuning I could do but I ran out of time so I stuck with the simple linear curves.
Thanks for the UI suggestions, that’s still something I’m weak at, and also ran out of time on optimizing. I’ll definitely try to fix these issues in an update!