- Shoot: Left Click
- Melee Attack: Right Click
Keyboard
- Aim: Arrow Keys / WASD
- Shoot: Space / X / Enter
- Melee: Shift / Z / Backspace
Controller
- Aim: Left stick / Right Stick
- Shoot: A Button / B Button / Right Trigger
- Melee: X Button / Y Button / Left Trigger
Press Escape to toggle fullscreen.
- Yosi - Code, Art
- Bumi - Art, Sound Effects
- Meseta - Music
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The art looks so fastly thrown together and at the same time fits in all so well. The gameplay feels very very fluid, responsive and satisfying! I loved this game a lot, it has lots of interesting mechanics at play :-)
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Lv. 2
I loved everything in the game! The arts, animations, music, sound effects... The healing mechanism was also interesting, and it was extremely satisfying to use!
Thank you for the great game!
SubmittedGunshot Anemia
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Patron
This is so fun! Having the Doom 2016 style melee for a shooter like that is such a good idea. I kinda like how you can't really avoid taking damage and have to use the melee to heal. The visuals are on point too, using the melee feels super satisfying even if it's just a right click.
It's not reasonable for a jam game, but I would love to see different contextual animations for the melee for example depending on the direction and the combo amount. And also more variation in upgrades and potentially weapons, because after a while you really want more variety.
SubmittedWould You Rather
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Lv. 46
Thanks for the feedback! Contextual melee animations does sound like a good way to keep the melee attack interesting, if it was a full game. And yeah, the upgrades didn't end up being as varied as I was hoping. You can kinda get the gun to feel different if you stack a bunch of "slow bullet speed", but it's still just an auto-aim gun. Definitely another aspect that would be changed if this wasn't just a jam game :)
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Lv. 2
I got 21500
The game looked and sounded really nice. The stats kept things interesting and were a good use of the theme
SubmittedThe Buttered Eel
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Patron
Pretty fun game! I played through it till wave 28. After that point I was pretty much invincible with my upgrades and my understanding of the game. It's not a huge game, but what's done is done really well, so great job!
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Lv. 2
Fun game!
I failed to read the instructions (my bad) and found that it took it several playthroughs to understand exactly how melee works. But I did eventually get there (and then discovered the instructions).
Timing the melee is definitely the most interesting part of the game and very satisfying when you get 3 or more in a row. The animation and slowdown here is great. If you're planning to spend more time on this project, I'd invest in making this a more core part of the gameplay.
Choosing between the different characters is somewhat interesting. However, I found there to be so many stats and the character affects to be so marginal that I didn't care much about my choices. Rather than adjusting numeric stats, it might be interesting if each character enabled functionality that you didn't otherwise have.
Music and art were strong!
SubmittedDeath Bowl
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Lv. 46
Thanks for the feedback! I agree that having special functionality for characters would be great, but that's also a lot harder to program ahaha. I didn't want the characters to be too broken so they don't affect stats much, but after you stack a few you should be able to notice the difference.
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Lv. 26
I like the vibe and the general setup of the game, but there's some issues with the controls of the game, I think. The different enemy types make each wave feel different, which is cool.
I feel like I didn't really have any control over whether or not I would take damage, since my weapon seemed to deal no knockback. I think this game could be improved by making the gun deal a small amount of knockback to enemies, so that you are able to influence when you're gonna take damage.
I also think that some indicator of how long your melee is on cooldown would be good, so that the player knows when they can do it again.
SubmittedStarfighter for Hire
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Lv. 46
Thanks for playing! There actually is an indicator for the melee cooldown, it's a bar that goes around the cursor. As for weapon knockback, that's an interesting idea. The main gameplay loop was supposed to be getting as many enemies low as possible, and then melee attacking to heal all of the damage you took, so I didn't think the positioning of the enemies would matter that much. But now that you mention it, having a little knockback on the gun would add a good amount of depth to the gameplay...
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Lv. 13
Really challenging game! I included it in my GM48 compilation video series, if you’d like to take a look. :) https://youtu.be/sv7QWHTrbUo
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I think it'd be nice to see this more developed, the gameplay is fun but gets a bit stale in later waves. With a bit more time I think a smoother more fluid melee animation would do the game well, maybe have the different character sprites jump out of the train if you're gonna spend the time on it? I think with more varied upgrades to shake up gameplay and a non-infinite progression this could be really fun :)
Overall good job, plays very smoothly considering it was only made in 2 days and the art is really nice.
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Lv. 46
Yeah after the jam Bumi and I played a bit more and realized the enemy waves don't scale well past wave 10 or so. It only increases the numbers of enemies but doesn't increase their damage, so it gets very tedious but not more challenging. As for the melee animation, I ended up having to make that instead of Bumi so it's not as high quality ahaha.
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Lv. 5
Definitely a really fun experience, although the melee was a little confusing at first, but I got the hang of it quickly! Really amazing job, especially in such a short time!
SubmittedReach the Output
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Lv. 2
Wow, great entry. Great art, gameplay, design, music, and sfx. The theme of side effects of the different passengers fit. I never figured out Evasion or Visibility though I'm sure I could if I played it enough and focused on those traits. I thought the melee for health was a nice touch, it was challenging and satisfying.
SubmittedDyeDrop
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Patron
Amazing job offering a variety of controls and really well executed gameplay, smooth to play and innovative with the give-and-take aspect of recruiting new passengers on the train as you go along - nicely made with a great deal of variation as well, great job! :)
SubmittedMoon Stealers
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Lv. 30
Great art and the melee guy made the game super fun to play. I wish it revolved more around that rather then the shooting.
SubmittedTank Effect
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Lv. 2
Nice art and very good sound effects. The combo thing with the meele attack is also really fun. The only thing i would though was missing was a little more different upgrades, i really wanted to do some full fire rate build but the only one that gives it is the ninja for example. But overall a very good submission, congrats!
SubmittedThe Attack of the DVDs
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Lv. 46
Ah yeah I agree that we could have gotten more creative with the upgrades. I'll blame it on time constraints because I wasted the first 14 hours on a different game idea ;)
I believe both the Engineer and the Ninja give increased fire rate, but there are a few stats that only one passenger gives, making them hard to build on.
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Lv. 6
"But im a train, how can i melee attack?" presses melee "ooooooooooh"
super fun game, the upgrade system keeps it interesting
SubmittedBody Invaders