connorthompson 2020-10-05 06:29
Interesting use of the theme here! Really love the graphics too :) great work!
Foon → Ludum Dare Explorer → LD47 → Hyperloop hell
By aterlamia
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 393 | 3.27 | 117 | |
| Fun | 504 | 2.78 | 117 | |
| Innovation | 484 | 2.88 | 117 | |
| Theme | 329 | 3.53 | 117 | |
| Graphics | 153 | 3.80 | 117 | |
| Audio | 156 | 3.49 | 117 | |
| Humor | 281 | 2.59 | 112 | |
| Mood | 222 | 3.37 | 117 |
Interesting use of the theme here! Really love the graphics too :) great work!
Great art style! And a nice little game.
love it! polishing a bit it, could be very cool
Great game! Love the art style and the music!
This is an ambitious scope for such a short jam, which I think is the game's biggest sore spot. Besides finding a place to hide and finding the bald guy, there's not much in the way of gameplay here. There's a fair bit of dialogue, but the choice of font and colours makes it quite difficult to read.
- art is really nice - interesting use of the theme - the font choice is hard to read, especially with the colors
@connorthompson @gingerbill @javicoder @cleitoneldorn thanks. @john-gabriel thanks for the feedback and i agree it needed a bit more gameplay, the plan was to actual fight as well but i lost 3 hours of code/changes due to a crash so i had to make do. @adroitconceptions thanks for your feedback, i thought the font was readable but i have heard from others it was not so, something to look at next time or any outside compo changes i w il make
Really solid art style, like the others said the font itself was hard to read, and it got very hard to read when the colour was blue as it blended into the background of the UI.
Really nice! As other said the font is a little hard to read, but I say so only because is a text-base game. Everything else is really cool, really like the artstyle.
Very nice graphic, gameplay and story :-) I like it!
Art style, gameplay suggestions and story are great for starters. As before stated, the font is too much for my eyes to get through sometimes. I think I have to agree with @john-gabriel on the scope of the project vs the reality of the time limit of the jam. The game can be expanded upon in a similar way to Darkside Detective, but with walking.
My only 'salt in the eye' was audio, which felt a bit out-of-space for the game pacing and the mood you were trying to create. Happy music with bomb / time situation seems comedy-ish a bit, but maybe it's just my opinion :)
@mikoziq thanks for your feedback. yeah maybe a bit more somber/dark music would be a better choice however i am not a muscian and have the rhythm of a stick so i was happy with what i created and didn't/could'nt spend more time on it. But definitely a point for if i will polish the game
Echoing the others, font was hard to read and some discussions proceeded automatically too fast. At some point a text box glitched and got stuck and I wasn't able to continue. Before that happened, it was quite interesting game. Though a bit tedious to just walk back and forth the same corridor. Nice entry overall.
@aterlamia No problem! One more glitch I encountered. **SPOILER**, when trying to open doors with text "I have to go back to tell Diane what I found", the font color glitched and it was showing white text with Asteroid sprites. Probably the closing tag is missing in the text renderer :)
Cool game! U can do better!
Dude! I'm pretty amazed of that game :smile: how did you do that within 48 hours?.. Like.. the art is very nice, good music, great game concept.. just overall i'm super hyped :heart:
liked the game :v:
Glad to see I wasn't the only one to link public transport on rails with loop. :smile: A few small bugs here and there but nothing game breaking, which is standard for a jam game. Story was intriguing. Art was impressive for the time given. Overall a good entry. I did think the text when you hide in the bathroom scrolls a bit fast. Still haven't got the whole conversation.
Boom, I blew up. I like the pixel art and the music was pretty catchy. It's nice to see a good story. The "x" to interact was a little buggy and the pixel font was hard to read at times, but other than that, this was a great experience. Nice work!
@thedarkmagi @athryell @dak001 @amin-jk000 @aligator thanks for your comments,
@samuli i have had that occur several times and thought i fixed it, it is a hard one to reproduce but since it is still there i will need to look into it, thanks
@elizir thanks, but if you look closely you will see that much of the art has problems like transparent pixels or random black dots.I went for quantity over quality im afraid. But glad you enjoy it
@thevideogamester yeah bugs are a given in a jam i think especially if your scope is to large, thanks for the feedback. I will see about the conversation maybe i should it x triggerbale instead of timed. But then i need to figure out what to do with their walking
@jharler sad to hear you blew up. I feel a bit of a copout with the bomb. it had to be a minigame instead of a 50/50 coinflip
Art is amazing and very fitting for this game. Font is a bit hard to read.. but perhaps this type font is what you were going for!
3 feedbacks: (IMO) the player walks too slow, as I need to walk quite a bit; There should be a way to not skip the bad guys dialog. They talked too fast, so I could not hear; It's kinda hard to read the font.
@galse87 Just to be sure, it was still to slow when holding shift? (i am actually thinking of switching that so standard fast and slow when holding shift). Thanks for your feedback
@aterlamia I cant reply to your reply. I thought shift was actually for skip text lol. Huh. Sorry now that one of the feedback is useless.
@galse87 Thanks for clarifying, The walk is pretty far so even the fast mode might have been to slow for some people that is why i ask. And your feedback is still valuable as i see my instructions can be interpreted different. I will update the description on this page to clarify it is for walk speed not text speed.
Great tunes! Very nice detil on the art with the scratched windows and blurred scenery.
Like the graphics and music. Good job.
Great game! Well done, you got a lot of story in there for such a short time!
Wow, I love the art on this one! Impressive walk animation! The font was a bit hard to read though, and there were a few other errors in the dialogue as well...
neat.PNG
Other than that, this was an amazing entry! Great work all around.
Nice entry! The music is great, really dig it. Also very grateful for the fast walk. I got stuck and didn't know what to do any more though after I told Diane about the bomb, tried to go through the doors on both sides.
@remzo did you got stuck in the right door? it should open. but i had once in my tests that i got stuck there but after that never happened again so tought / hoped it was a one time glitch @blobo mhh those aliens are i believe the fonts * but they should not be there.as @mikoziq said i must miss a bracket or something there. i will check
Really great job on the art and general look/feel of the game. The text was really difficult for me to read (but I also have bad vision so maybe its on me). Either way it was a very cool idea/story. Great job!
Nice looking game, great art style given the time limit. Had a slight problem where the dialogue stayed open even after moving away from the trigger. I believe it was caused by me pressing the interact key whilst walking away.
What an interesting take on the theme and genre. Haven't been this stressed out from an adventure game before, well done on communicating that sense of risk. Like @blobo I ran into the alien character. I'm on a 64-bit Mac playing the WebGL version in Chrome, if that helps.
Great work!
Really solid experience for an LD game. I'm always impressed when I see a 48 hour submission with a story, and the graphics were excellent!
I felt incredibly stupid after doing several laps around the train and yelling "RUN IDIOT, THE TRAIN IS BEING HIJACKED" and then finding the run button...
Really love that you made an adventure game! The graphics were great, but the font was a bit hard to read. I missed some plot lines/humor due to it.
Would love to see a full length adventure puzzler with up + down also supported :)
I disarmed the bomb! Searching for the bald guy was a lot of walking around and guessing. Good way to move the story forward. I thought the font was a bit hard to read.
Brave call to try and make an adventure game in a limited time. Good work. I did however get stuck in a door way and couldn't move which caused me to have to restart but I get it bugs happen. Great work here.
Nice little adventure, I like the graphics and the dialogue, it has a great mood!
I felt like the run should have been a toggle button instead of a hold button. Another thing that would make it better is making the train cars shorter. I felt most of the game I was just running back and forth, and while the story was interesting there was a bit too much walking past the same chair over and over again. Also liked the music.
Great work with the music and art
Really cool game! I liked the premise of the story and the exploration involved. Loved finding where that guy was hiding haha! the shoes! lol I did find the font very hard to read, and the blue text was almost impossible for me to read without squinting. I think for a story driven game like this the font needs to be super legible, but I would have used the font you used for headings and tooltips etc. Great job!
@chickencastle @fluffybunny @clemonades thanks for also confirming the font is hard to read. I decided that it might be a game breaking bug fix as if you cannot read you cannot realy follow the story. So i added an extra build with a new font. So for anybody that feels that the font change is allowed within the rules they can play that version
Nice story you've got there! I enjoyed this adventure and it's graphics
Really cool game! I like this style of game. the npc dialogs could be more slow and sometimes some dialogs got stuck until i entered in another dialog, but overall it is a very good game! Nice entry
I played the version with a more readable font. There are definitely issue (that you are probably aware of :wink:), like last line of conversation just staying on screen, conversation pieces repeating even though I already did a thing (like: hero saying he has new info for Diane, even though he doesn't anymore). In the scripted convo between two thugs some lines go away waaaay too quickly, leaving a player unable to read all that is said. Those are all understandable issue, especially for a compo game!
I enjoyed the game overall, cut the right wire and saved the day! It's very impressive solo job and an entertaining piece of story.
@fabula-rasa i actually did not know about "(like: hero saying he has new info for Diane, even though he doesn’t anymore). ". It makes sense however as that was added after my 3hour code loss and with little time on the clock. Thanks for your feedback
The bomb is now officialy disarmed. I like the art style and attention to details. Music is also neat. Nice little adventure game. Great work!
Solid game with pretty decent graphics! I loved the pixel art! Great job!
Very nice! So much work for 48 hours!
Ambitious! I loved the art style, and the interesting take on the theme!
I especially liked the short dialogue with the various NPCs, it was enough to give them distinct personalities, and together with the ditinct graphic style, gave the game a nice mood. As has been mentioned by others, the speed of the terrorist dialogue was a bit too fast to read in full, unfortunately.
I felt that the music had a bit of a thriller/scifi vibe to it, that worked well with the general feel of most of the game, except perhaps for the final bomb scene.
Despite a few bugs, I think that this was an impressive effort, especially for a Compo game!
Hehe we also came up with the Hyperloop Idea. Eventhough our gameplay is very different from your one. I really like the art style and the different dialogues.
If you like, check [ours](https://ldjam.com/events/ludum-dare/47/hyperloop-2) out as well
I felt like I was the hero in an action movie!
Great looking adventure game. But there are bugs. Some messages were stuck on the screen. Also, the terrorists' talk was a little bit too fast for me. Overall it's a great game, and I had fun playing it. I hope you'll be able to fix all bugs in the future.
Nice little adventure, though some of the dialogues were too fast and a bit hard to read
Hey! Just as with the last jam, it's always great to play other games that relate to our own interpretation of the theme :) You're the first with another hyperloop game! Seeing that this is a compo, I really have say, that this is huge! Theres a lot of graphical assets, a dialogue system as well as a musical score. Kudos! Still, it might've been a little too much to swallow, I guess. I ran into a lot of problems which I guess, you already know about. But I'll still want to write them all down as constructive feedback (I really am impressed with the work though. I can't image doing this alone in 48 hours)
Positves + The art and animation looked very good! Of course, rough around the edges but promising! + The illusion of a driving a hyperloop (which kinda resembles a straight forward train) was captured well. + One can tell that you put a lot of effort into the game and really the only thing that is missing is more time!
Possible Improvements - The particular pixel font in the dialogs was a bad choice. It's a strain on the eyes and it was almost impossible to read everything without getting a annoyed after the two lines. - I wasn't really sure what you were going for mood wise. The soundtrack was really upbeat und happy. The subject matter in the story not so much. That was kind of a mixed bag. - Having trouble actually reading the texts, I lost track of what happens pretty quickly. And before I knew it I got stuck at the most right door while searching for something. It was really hard to understand what the player was supposed to do. That's really my main issue.
The art looks incredible, can't believe this is a compo entry!
Pretty well made and surprisingly immersive game. Good job.
Love the pixel art! The music is also great. Texts are a bit hard to read
Good job! Some impressive scope for a game jam and I enjoyed the art style. I agree with other comments that the text was a bit hard to read and the one section where the text appeared automatically (without hitting the continue button), the text appeared a bit fast. Great job on following through with an ambitious idea for the jam!
This was a very ambitious game and you executed it really well for 2 days. It's actually really impressive that all the art and music was completed in that time especially since there is so much artwork involved. The only criticism is that I didn't really know what to do after talking to Diane. Otherwise, this is a great game!
@tamail @jon-nova @melvinng @spyranteros @maxflav @saymon @bereg @darcytimms @manspider @coding4rtist thank you so much for your feed back and comments
@rewzu thanks and you are now officialy the hero :)
@eweren i went and saw, yeah your version has so much of what i wanted to but luckily i decided to stick to the bare minimum, that was already to much
@duke thanks for your extencive feedback very helpfull. The hard to read text that is about the first version? or you stil think it is hard to read in the updated one?
@worblir Thanks, i wanted to make more but there is only so much you can do in 48 hours if you also want to sleep,eat and not negelect the significat other i am glad you liked it
To all the updated font version now also has some fixes the textboxes should not stay anymore, the door should not get you stuck anymore and the two goons talk a bit slower. thanks for all the valuable feedback
The graphics are awesome, the story is interesting and captivating. Yes, it could have been longer and a few more puzzles or even some dialogue options be added - but as you correctly stated it is a game jam. And especially when you lose some progress here, it is a signifant feat to actually finish the game. Well done!
I tried it with the changed font, and that worked well. No major trouble with readability, and its fits the early 90s game theme very well.
Some possible improvements: Why can I not keep going right here? (at that time) .. Nothing indicates I cannot, but there is a barrier. Maybe add some luggage or something, that is later tossed aside? Or have a dialogue pop up, like "I think I should look in the front first" hyperloop1.PNG
And spell-check a bit ;) (if you find the time) "the omb did not explode" ^^ hyperloop2.PNG
Also, the cutting of the wire with the 50-50 chance was a bit... deflating. It is either a "oh no, u ded" situation (as my first run was), or (on a record-worthy second full walkthrough) also a bit disappointing to almost get the same text, presented with the same background color.
Maybe something to change for your upcoming big point+click adventure? ;) Keep it up!
@aterlamia The new font is a lot better :) no complains here! I played the original version then, I guess.
@games-by-tom thanks for the feedback. And yeah well he bomb was planned to be a mini game. but to actually win or lose i added those screens literally in the last 5 minutes before the compo time ended. That you don't get text when you go right is a bug, in the beginning it says something like "i better not go there its where the shots came from"
Artistically it isn't great, but conceptually quite good
Like others already said, the artstyle is looking great! The narrative portrayed does also make a lot of sense within the games world and did capture my attention. Very intriguing and fun game you created! Thank you!
The story and the graphics were on point, but the gameplay could variate a little. Great way to tell a story!
I really like the art style. The stroy was interesting as well, although i couldn't read the blue text on grey background.
Fantastic art and visuals. Really appreciate a walk faster button. Did not like being prevented from going towards the gunshots, seems like a narrative 'invisible wall'. Would have preferred some other explanation/blocking that made more sense as I am playing with a video game character I am willing to put in danger. Also I really dislike the main font, the hyper-low-resolution font type in general can be super heard to read, and in a game about reading it seems to make for a worse experience, imo. Well done, this is the only text game I actually was interested in reading through.
I was impressed enough and then i saw this was a compo entry. Amazing how you fit this much game into a 2 day period. Everything comes together really well. I love the art style, the story telling. Amazing job and diserves to get end up high on the ranks.
I was really impressed by this entry especially by the ever evolving soundtrack. The story telling was on point and the visuals looked great.
However, I did encounter a glitch which made me have to restart. When I was looking for the bald guy and his tool to open the door I was suddenly unable to walk either direction after interacting with the door. The font was also very hard to read at times but I understand why it was chosen to keep in tone with the rest of the game.
This is a great entry
Super interesting! I loved the story and wished I had chosen the right color wire at the end. Well, not sure if there was a right wire. But great job! Font was a little hard to read and I ran into a couple bugs. The woman on the phone's name always came up as a bunch of symbols (the words blue and diane were in there), and after I talked to the woman on the phone and she got disconnected, the text box kept showing up with what looked like the most recent text displayed. Luckily it didn't stop me from progressing.
Don't see many adventure games in these jams. Artwork was really good. Music was pleasant, it little calm for what was suppose to be a drastic situation, but still good. Other sounds might've been helpful (phones ringing, doors opening, actually hearing the gunshots, etc). A different choice of font, too. I could barely read anything except the highlighted words. Also, the two guards talked way fast, I only got caught up on the narrative when I answered the phone the second time.
it is very nice game dont know what to say lol
Love the art, love the soundtrack. nice compo entry. Wish I couldve ran towards the gunshots and been mowed down. Loved the world building, did not love walking back to that phone. Good Job!
Interesting use for the theme and very cool art! There are a couple misspels in case you missed them. Would be cool to have some alternate early endings like being shot down or caught if you go the wrong way or take too long to hide. But it is still a very nice game :smile:
Solid entry, art was very good, text was very difficult to read. Anyway, very good job!
@blind-lemon-games that is actually a very cool idea combined with what @zombiebust3r says it is just one of the endings and a quick one if you decided to play the hero (or curious cat) to soon
Very good art and music. It was relaxing. A little adventure on the train with terrorist.
Hopefully I master kung fu and can one shot the terrorist from behond haha
A very good entry. Good job!
Nice atmosphere and setting. It kept me interested enough to finish it, even after cutting the wrong wire!
I adore this game, as it's quite challenging to make a good narrative game in 48 hours. Great job.
Well the Mac version worked just fine. The web version full screen didn't really work so had to go for the desktop version. Mac version at least was a debug build, should probably do a release one the next time. I don't really know Godot well enough (just done one jam game with it) to know what the difference is but it's easy enough to do so probably worth doing.
The pixel art overall looked nice but wasn't without issues. The biggest one I think was the lack of variety. Sure, reusing the same sprite work over and over again is fine, especially in a scene like train but adding even a little bit of variety would go a long way. There was some like the half closed windows but would have liked to see some more.
This one pole was also weird looking since it was positioned too high and you could see the character sprite from under it. The other copies of that same pole were pretty much fine.
Screenshot 2020-10-07 at 19.59.25.png
Then to the UI side of things. The font was super hard to read. The s letters were just confusing and looked more like g. And you didn't make it any easier with very poor color selection for those highlighted words. I had to literally squint and get closer to the screen to be able to read the blue one. And I don't even have any sort color blindness or any other sight imparity at all. The emphasis words were with different font too. Pretty much ticking all the boxes on what not to do here.
There was also this one point were you messed up the text coloring...
Screenshot 2020-10-07 at 19.54.26.png
The walking speed was too slow and I guess you noticed that yourself too because you added the speed walk key. But there is no point in having a functionality behind a key where the player would want to use it 100% of the time. There would need to be some sort of drawback or other reason on not using it for it to exist at all. Like the most common (cop-out) one being a stamina system which obviously wouldn't work here. Every action behind a button press needs to have a reason for player to use it and not use it too.
Then you also broke your own rule of making the text only proceed with x press on the lavatory hiding scene. The text scrolled past too fast, especially due to font and emphasis colors hindering the readed way too much. Too bad too since it seemed like you were actually dropping some major lore bits and jokes on that scene. The story was of course then reiterated to Diane on the phone right afterwards but the damage was already done at that point and it left a bad first impression.
The ending was super rushed. That very out of place single freeze frame sprite flip death animation, the abruptly ending story and the hastily mocked UI. The story was going at pretty decent pace up until that point but it was just then like "oh yeah, bad guys die and you win congrats"! And the end UI stuff was just like you just threw in some UI components to the screen last minute. Completely ditching the font used previously and even trying to align the stuff to look decent.
Screenshot 2020-10-07 at 20.00.17.png
Anyways, good job! Always cool to see people tackle more story based games on jams. :thumbsup:
@antti-haavikkoI appreciate the time you put into this feedback it really helps.
I can answer most of it with, i wanted to but simply run out of time.
I lost 3 hours because of a crash in which i wanted to do some polishing things like add variety in the scene just some simple artifacts that i can add for a feeling of change. And of course fix some big spelling errors here and there.
And the end screen was not just rushed it was super rushed, it was done 5 min before the compo ended. That far back i was set because of the crash, i was actually about to give up at that moment.
I lost everything from the point of talking to the bald guy to the second phone call. The dismantling of the bomb was to be intended to be a simple mini game like connect the dots or something at least skillbased and not a coin flip and this screen feels like a cop-out but i wanted to at least create an ending for the compo.
And that one pole yeah don't know how it got out of place, the same as you might have notices was for a doorframe. It is fixed in the newer version but thanks for pointing it out.
Walking speed i agree fully with you, i think you do want to walk slower sometimes but i should have reversed the functionality shift to go slower.
And the part with the two guys is more a cutscene that needed them to walk in the right moments but yeah the text went to fast. It did not for me but i forgot to calculate in that i already knew the story.
thanks.
(also glad the mac version worked)
Oh damn, that sucks! Good on you for sticking with it though and not giving up due to the crash issue. :ok_hand:
Even if it was more like a cutscene, it still could have the break points for waiting the player to press the button to proceed. Timing texts is just impossible, it will be always too fast for some people and too slow for some. And not even taking into account other possible distractions that could totally make the player miss the whole thing.
Oh and just after posting that comment I saw the mentions about font change. Seems like the Mac version at least was still the original one and the new one looks much better and more readable. But yeah I guess you should keep the updated version separate (and well described on what was changed as it is now) as per the compo rules.
Oh yeah, one more thing I forgot to mention on my first comment was the bit over linearity. And I'm not saying that there should be like branching paths but it wasn't really designed for anything to be done umm, not exactly right. Like I wandered around aimlessly few times clicking x and so on and wrong old messages were appearing and getting stuck on screen etc. Maybe this was due to time issues as well. Oh at least it wasn't the RDR2 way along the lines of "you walked left when you needed to walk right, you died". :sweat_smile:
Godot seems to be good overall on doing the different platform builds. I don't think I've ever encountered a Godot made game where the Mac version had any issues. Oh and I used Godot on a jam once and I loooove how it had that one button hit to export all different builds... :heart:
@antti-haavikko that appearing of the random textbox was a bug after the second phonecall where i forgot to change a state and it thought you was forever in your phonecall and was allowed to show the popup.
Same for the issue some people have (and you might had) that you could get stuck in the last door was because it had 2 conflicting signals. All in the name of make first test later and not have time to test anymore :smile: That is also fixed in the last build that i keep separate for now.
Sadly I got stuck with a bug preventing the story to happen. Great graphics and 2D animations though !
Really great art! I like the music, but agree that it didn't seem to match the tone of the story. Pretty impressed by the amount of content here. However I got stuck on a bug trying to open the door "i really need to find a tool for this" then not able to walk away, even though the walk animation was triggering. :sob: I agree with other comments regarding scope, but you still managed to really deliver on the artstye and that's no mean feat!
I would like to like the game, but I've difficulties in playing it. First of all, I'm not a native English speaker and it was difficult for me to read text with that font. Sometimes blue text is hard to read, but this is manageable. The dialog between hijackers is too fast for me (I think it could be better if it could be set on pause.) Music is nice, but I think it is not fit actions what are happening in the game. The option to move fast is really helpful.
More over I've stuck and controls stopped working. I've attached the screenshot with a place where I stuck.
On the other side, it is a combo entry, I like quests and you've managed to build a story driven game in such short time. It is very hard to nailed it at first time, so the game needs more love definitely. Thank you that you dared to make such game! ld47 (DEBUG) 2020-10-08 16.54.25.png
@dmitry-mozgin @namidasai @narom42 Thanks for your feedback, the issue you experience is a known one but untill not to many (some) noticed it. But since it is now mentioned 4 times in a row i will fix it as a game breaking bug and update the official compo versions when i get home. Thanks
The 4th link doesn't have the bugs and has a better readable font and slower text by the way
I love it!
nice game. i was luckily enough to cut the corret wire on my first playthrough. may rngesus be with you all :D i didnt pay that much attention to the conversations, so if the clue was there gg.
Hi! I'm trying to play your game but I get this error, is the zip missing a file? :(
pck.png
@alexrose thanks for notifying me, no idea what when wrong i zipped the build directory godot gave me. I uploaded a new version. Normally i work in linux but i have tested it this time in Windows. The windows version should now work.
rip i cut the wrong wire fml
Top 10 games! Good work!
I just finished it (cut the wrong wire on the first try), great narrative and music! Nice works. ^_^
Damn I cann't believe I got the right wire on the first try wheew xD This was nice, I like the premise, reminiscent of that movie Speed (was that on purpose?) Nice graphics and animations too. (there were some mistakes on the dialogue) One thing I have to point out is that this font is really hard to read, so that was unfortunate. Overall, nice job!
Edit: Just realized you fixed the font, nevermind then!
So, it's a great job! But there're some issues wich I should mention: so big, empty, monotonous place, it's just not interesting to walk in one and another way, because of that player never walk without sprint maybe you should not making sprint optional(?). I hardly found hiding npc(it would be better to make some visual hints), and I hardly understand in wich direction after gaining of knife(I've just moved to left till blocked door, than went right(and that's not so good)). In overall, it could be interesting game, if u'll fix that issues.
Back street boys the worst thing that happend to music? Tell me why
(Ba dum ts)
Great game, loved the story, and how you managed to make it done by 72hrs. Also cool graphicss
@noam-blei thanks, but i do have to say it was made in 48 hours :) it is a compo entry (hence the bugs and sloppy graphics)
Ohhh trueee, my bad, thats even more amazing!
Nice little narrative romp. A bit rough in a few places, but great for a jam game. Good job!
BAW BAW BAAAAW
Loved it! Unfortunately the font was really hard to read for me. The graphics are amazing, you missed a frame or two in the walking animation and it would be perfect. Great job!!!
Cool story game! The text occasionally passed through too fast, but otherwise no hickups. Would have liked some extra sound effects and a bit more story or puzzles. The dialog was pretty nifty, liked that you highlighted important words/names.
Very complex game and very solid entry! Font is something difficult to read, and run animation is the same as walk animation, that result in a strange movement xD (I imagine that you haven't time for more, because there is a lot of content! Graphics works very well, and music is good, but i'm not sure if it fits with the game mood. Story is cool and funny, so it's a very good game, congrats!
I loved the art and sound track. It was an alround good experience. Just a shame about the text, but you know that already.
A lot of content in that one! The narrative is quirky, the graphics are nice, and the sound track fit the game. If I were to nitpick something about this it would be consistency in graphics. Some bits didn't feel like they belong. Overall, great game! Congrats!
A lot has been said about this little adventure already. I just want to add I enjoyed it. Thanks for the story, graphics and music!
This game looks and sounds amazing!
I love the character art and animations. I love the background and the feeling of being on a moving train. And I love the music.
After I was done with the game, I came back one more time just to look at the background and listen to the music a bit more :purple_heart:
Connection with the theme is not super strong, but that's fine. The story is ok but a bit silly. And the gameplay is a bit simple, I mean no problems with it, but I would have wished for a less linear experience with this type of game.
The end was a bit of a cheap shot. How am I supposed to know which wire to cut? There were no previous clues... And then it was frustrating to come back to the same point. And then was even more disappointed that the "good ending" is there as well, no twist or anything :( But I get it: game jams are limiting.
One frustrating detail was the conversation between the two enemies: too fast if you want to read it, too slow if you want to skip. In games, I'd say ALWAYS make the text stay as long as you want, and always progress with an action (X button in this case).
Good job on this game :)
Very interesting game. I like the graphics and the music too. It's really cool to explore the scene in search of tips and some information. This is an excellent and creative mechanic. Congratulations.
Ps: My game is a little bit like yours haha.
Nice art and story! I like how you captured the theme a little differently than many other games, and created a pretty full experience here for a jam. The parallax background captured the movement of the train well, and the music was a great touch that worked with the mood. Nice work.