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Minecart Madness Classic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #94 | 3.276 | 3.276 |
Presentation | #119 | 2.276 | 2.276 |
Overall | #120 | 2.543 | 2.543 |
Concept | #120 | 2.517 | 2.517 |
Enjoyment | #134 | 2.103 | 2.103 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Just me, _peanutButter.
Software used
PICO-8
Use of the limitation
By limiting myself to a 5-colour pallet.
Cookies eaten
None, again :'(
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Comments
Cool concept and great use of PICO8 but the gameplay needed more testing as the procedural generation basically made the game impossible to play.
Move, kremlings, get out the way! Good work!
I swear these Kremlings always get me...
I like the concept, but the game needed to be playtested more. I had several jumps where I just fell through the floor, or an enemy came speeding at me and there was no time to react.
Game is a bit frustrating because of the impossible jumps you have to make.
I lose track of how many times I lose in this game... same as with the level of which is base of haha.
Its was a very challenge and fun experience. Bringing fun memories DK and also frustration ha.
Congrats for coming up with this idea for and finish the Jam
As others commented, the randomness made the game impossible at some points, but I do see the concept. Points for having a complete game though. Get yourself a cookie, you deserve it!
Really cute little game, I suspect inspired by Stardew Valley's Junimo Kart! The rail generation was a little erratic, and I felt like the collision box for the cart could be a little wider. As someone else noted, the enemies generation seemed a little too random and I ended up dying quite a few times before I could even touch the rail, but since I respawned within a second, wasn't a huge deal. I'm sure it was pretty tough to code the rail generation and all that, so I definitely respect the effort.
Good job though! My highscore is 1044. :)
this was good fun and I liked the randomness but I think the enemies were a bit unfairly spawned. Often they spawned right at the start of the level, which meant you died before you had a chance to react. On the other hand the auto-generated levels are really cool and the fact it's so short makes it very easy to try again and again.