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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.

Hi! Wow, thank you for such detailed feedback! When the carriages detached, that was actually a bug :) Normally, all carriages should be destroyed, not just detached.

As for displaying health — you can't have a health bar and label for every carriage. But take note, the dimmer the carriage, the less HP it has. Just like with the enemies, brightness is the indicator.

Yes, if you're not moving, you're not shooting. I now realize that this function isn't really necessary. However, it's the main reason why I could participate in this jam, since the limitation was 'One button - two functions'