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(1 edit) (+3)

It's super super impressive if you managed to crank this out in a week - outstanding job. It reminded me very much of a game thats on my Steam Wishlist called 'The Final Station' - check it out if you haven't already been inspired by it because its very much in the same vain as what you seem to be going for here. I loved the train mechanic and the need to collect and spend fuel to get to destinations to raid (outstanding). I enjoyed the mechanic of only being able to be outside of the train for a certain time. I think I would have appreciated some kind of gun or weapon to kill those big ugly things as in some building it was really hard to move around without taking damage. Overall I loved it and thought the ambiance was outstanding. Just a great great job -well done.

Edit: One thing I did notice was that my water and food requirements continued to decrease while I tried to read the notes, so I basically instaclosed that and didnt really pay any attention to it. I reckon it would be good to pause the gameplay while that note is up and then just resume time when you click out of it. 

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Thank you for detailed review!!

We found final station when we are trying to find something similar visually. 

Initially we brainstormed combat also but finally decided to go non combat route. Levels are designed like puzzle you can try to find a easy way but some levels like a hell hole tempts you to be greedy. But I should have done player onboarding better. Was able to do only this with the time available.

PS: If you don't mind I'll DM you when we add more levels and better onboarding. Thanks again.

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of course. I love the look and feel of the game and like I said its incredible impressive for a 7 day effort. Definitely keep me posted on how you progress - I'm keen!

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Thank you for such a detailed review,

We were actually inspired by the final station, as our game designer pitched this idea at our first meeting, I'm glad you were able to draw the parallel between the two! We wanted to opt out of having combat because we thought that many entries would be using combat as their main source of the "Last Stand" feeling, so to stand out we decided to completely omit combat. However early on in prototyping we had the idea of a gun with limited bullets however that was quickly overriden.

We didn't have time to introduce a pause mechanic (which we would have used to stop time while the player read notes) and we wanted to throw little notes around levels further teaching the player about the world and game mechanics, however due to scheduling issues we had to only focus on the core gameplay loop and make it playable! 

Thank you for taking the time to play our game.