Ah that's fantastic to hear, thank-you so much! Thanks for the feedback, too, we certainly don't want anyone to be confused about what to do at the beginning. We'll look into improving the messaging there, and making it more clear how the two scales interact. Anyway, thank-you so much for playing and for leaving feedback: we very much appreciate it!
JamieWhitMac
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Thank-you so much for playing, and for your feedback! Yeah, track placement is something we went back and forth on but tried to make the least-frustrating method that we could implement reasonably quickly.
And you're completely right about the warning in kid mode - the next thing I wanted to add was a tutorial from Lenny if the player was in toy mode if a station was becoming overcrowded, but we ran out of time in the end. We've already worked on improving this for the post-jam version, thanks for highlighting 😄
Oh no! Well that shouldn't be happening. We were a little pushed for space so the dialogues can cover the rail dock in the kid mode but the dialogue should only cover the unlockable track pieces which aren't available when you're going through the tutorial. Sounds like a bug if it was covering more than that, sorry about that. If you have a chance to come back to it, please can you take a screenshot so we can investigate for a post-jam update?
Thank-you for the feedback! The building mechanic was something we experimented with throughout, and it went through a few iterations.
The first version was drag-and-drop, before we realised that would overcomplicate things when we didn't have loads of time (so we dropped it 😁).
The second version didn't have the 'rail dock' at the bottom of the screen, but instead each placement had its own little UI where you could place/switch piece/undo, but we found cycling through the different pieces to be more frustrating than just having them on dedicated controls.
The version that's in the game changed a bit when we switched up the scoring from "as a piece is placed" to "as a route is completed" - previously, only the current piece would appear as a ghost rail, but subsequently the whole route would appear ghostly as it hadn't been scored yet.
I think we could have communicated the spot you were placing (versus the rest of the route) a little better - maybe it could fade in and out? Or have a box around it to show current selection? There are a few options, but you're definitely right that it could be more clear.
Anyway, thanks so much for playing!
Thank-you so much for playing! The tutorials were one of the most important aspects for me to get in there (as without them the game is fairly incomprehensible), but we only got around to them on the final day of jamming so really had to rush to include them. Very glad to hear the mad dash at the end paid off!
Simple gameplay, immaculate vibes. I sometimes found it tough to time eating new objects when moving quickly. Maybe that's part of the challenge, but I found I enjoyed the star-munching section the best because I could use the increasing glow of the star to time my chomp. Maybe the directional arrow could increase in scale when getting closer to an object?
Just a thought! Loved every other part of this, probably the slickest game I've played in the jam. Great work!
Just wanted to drop in and remark on how elegant this design is. For my first game jam I put together a very similar concept, but this is leagues more fun just because it's much simpler - I really dig the timing aspect of the launch (my game had a slider to adjust), and moving the hole to increase difficulty is an excellent idea.
My only criticism is that level 5 is a significant difficulty spike: I'd have appreciated a smoother ramp up to that. I'd love to see an expanded version with different planets (maybe some bounce the ball off, so you need to ping-pong through levels) and balls (heavier variants have more momentum but are tough to squeeze through small gaps).
Fantastic work, especially for 48hrs.
The best introduction to any game in the jam that I've played by an absolute mile. So stylish! The amorphous blob was a little unnerving, and the way it moves was very organic.
I'd maybe have appreciated more enemy variety (different blobs with different abilities/speeds?) to mix up the gameplay a little bit, but I think you already went way above and beyond for a solo dev in 96 hours, given the level of polish on display here. Fantastic work!
This is fun! We also considered a multi-level scaler (>2) where the gameplay would be the same (or very similar) in each level. One challenge we thought we'd face there is that the scale levels would feel too similar, so I appreciated how even though the enemies scale with you each new scale still feels like a new power fantasy fulfilled. I think part of this is the detail of still having the small ships whizzing around unable to do damage. Great submission!
This is extremely creative, and a fun twist on the theme. The between-level comics were very cute, and I enjoyed the variety across the different levels.
Gosh, I spent so long not realising I could bind A to the robot's jump, though, and I can tell you: I had a much easier time when I did.
This is so impressive for 96 hours (basically three mini-games in one) and I hope it gets expanded after the jam - feels like there's a lot of potential in wiring up your own control scheme, and the only thing I wanted more of was options of what to wire up.
Having more controls on each device that you'd have to juggle could be really interesting, and so could allowing for more complex wiring - how about effectively programming something to play a platformer by binding multiple patterns to the same inputs so that when they overlap they create the correct sequence? -..-..- + ..-..-. = -.--.--
Anyway, bottom line: great job to all involved!
Yay! I caught the whale! Very much enjoyed playing through this one - it gets pretty tough in the middle there, felt like I had a big run of only GIANT fish. Had fun discovering all the different fish types, and the visuals and controls were very polished. Plus, the sound effects fit very well. All-in-all, an excellent entry, great work!
Thank-you so much for breaking down exactly what we were going for, this was a really fantastic comment to receive
We’d have loved to increase the contrast between the goals even more, but you totally nailed it: we wanted all the things you care about in the kid scale (making curved tracks that veer close to obstacles) to be antithetical to the things you care about as an adult (an efficient railway system that gets passengers to destinations as quickly as possible).
So, so glad that landed for you. Thank you for playing, and we very much appreciate your thoughtful analysis!
Thank-you so much for playing! And thanks for the feedback on the audio, completely agree. Last year we ended up with audio that was too loud so I think we over-corrected a bit for this time around. So an improvement I guess, but still not perfect.
Thanks again, will make sure to check the LUFS next time 😁
Very innovative take on the theme. This feels like it also has some rhythm game potential if you wanted to turn it into something like that - like, placing notes to the beat, and also hopping over them, placing more notes etc.
I had a little difficulty with the controls - I wonder if the placing of notes could also be a keyboard/gamepad control? Just a thought.
Playing it reminded me of the bubble jumping mechanic in Animal Well:
Anyway, great work! Would enjoy an expanded version I think.Hey fellow train-enjoyer, great work on the rail building mechanics and extremely slick design - feels pretty polished 😎🚂 I really liked the way all the systems interacted, and placing new trains onto rails was particularly cool.
I did find it a little tough to pick up to begin with - I'd have appreciated a more gradual tutorial (though being able to go back to the manual with the little pixel art 'for dummies' icon was very neat). Other than that though, I found it to be a chill and fun time. Great work, very impressive for 96 hrs!
Thanks so much for playing! Communication of the 'coolness' system was something we could have improved on, I agree. Initial concepts involved areas of the ground glowing a different colour to indicate levels of 'cool', and displaying multipliers on different track pieces as the player is placing them. Thanks for the feedback: maybe we can improve this in a post-jam version.
I very much enjoyed this one. I agree that the tutorial was maybe a little difficult to parse, but I didn't have too much trouble and I appreciated how levels layered on and combined different mechanics. It's a really neat puzzle game with some solid design and excellent visuals + attention to detail (the blocks building the scene transition is sweet). Great work, thanks for submitting - will come back later and see if I can beat the other levels!