This was a ton of fun to play, and the visuals were good, especially mechanically. The minimap was an unexpected, but great feature to have for this, though personally I would have put it on a toggle. I liked the sort of, 'worm' feel of the game as well, where as the cart got longer, it was more difficult to dodge.
One thing that I wasn't sure of is what recourse if any was there if a cart was lost. It seemed like there was some difference between it being knocked off and being destroyed, but if so, I didn't discover it in one playthrough. From the description, tt seems like the carts had individual health, but I didn't see anything that looked like a health display for the individual carts. I would have loved if reordering the carts could have been at least optionally done between rounds as a seperate menu/strategy layer, because it was obnoxious to plan and execute a certain ordering while playing, though it certainly added to the difficulty.
When I first started it up I was quite confused, because I could only move in one direction... I was trying to use left, right and down like I would for a twinstick shooter. But then (after going out of bounds and panicing a bit), I realized it was using a driving mechanic, and you have to turn left and right... but you can't go anywhere if you aren't going forward... and it's basically a bullet hell. So the train... has no momentum or default velocity, and if you don't move, you won't shoot?.. I played around a bit with using a shotgun, no-movement build or similar and just blast everything when it came near. But I was unconvinced there was really a reason not to constantly be holding forward, except that normally the game would have done it for me.
Music was great, very stylized, and fun game.