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I really enjoyed this as a prototype --- there's a wonderful kernel of risk/reward of picking up more parts and cars and balancing speed with defensive capability. 

Most of what I read in the feedback I'd echo, with one exception: I actually liked that the it was difficult to pick up cars when you're moving too fast, because that means that even speed has negative tradeoff to consider. I wasn't expecting that from the outset and was pleasantly surprised by it. (The placement issues on the other hand were definitely genuine).

It could be the RNG that I got, but not many offensive turrets dropped for me. I would have loved if the demo had really gone a little overboard by the end (even at the expense of balance) to highlight a train decked out with turrets and a screen full of projectiles ---- Or, sell it in presentation with particle effects, screen shakes and other "juice" to make the scene of a 'chaos train' truly feel like power to be reckoned with.

Thanks for sharing and good luck in the jam!

Thank you for your feedback!

Yeah, the pickup mechanic was definitely intended to induce some kind of chaotic/frantic game play, where the player has to decide quickly which one to pick up and where to place. I could still improve the pickup system though.

At the beginning of the jam I planned to make the experience more controlled, but it takes a lot of effort and repeated testing to get it right at the cost of other features. The intention definitely was to make it go overboard at some point, with different turrets, more effects etc., but it's difficult to do so much in 48 hours :D