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Train Duo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Performance | #1 | 4.737 | 4.737 |
| Sound Design | #1 | 4.526 | 4.526 |
| X Factor | #1 | 4.421 | 4.421 |
| Overall | #1 | 4.500 | 4.500 |
| Uniqueness | #1 | 4.474 | 4.474 |
| Theme Usage | #2 | 4.684 | 4.684 |
| Art Style | #3 | 4.158 | 4.158 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Excellent work. Probably my favorite of the submissions. Just the right amount of frustration. The progress saves were well placed. Music and sounds effects were well done. Controls for the most part were good. A little finicky in some places with wall jumping. Level design was interesting. Wasn't sure what the story was, but I liked the train.
50:56.838 with an intermission.
Fun. Very well done not-a-tutorial tutorial. Every mistake I made was my own and not a cheap shot. I came very close to giving up a few times, but seeing checkpoints so near prompted me to keep pushing.
I'd have liked number pad controls, and I wasn't big on how I lost momentum on number pad controls, but that's just me.
Apart from learning curve, super impressive! Might have to come back later and see if I can get past 3rd level xD
Damn, that was slick! Hard to find a single bad thing to say about the game. Even the graphics were fairly good - the lighting especially. A few of the challenges (specifically the ones requiring you to dash down and around an obstacle with the red robot) were a bit tricky to parse visually, but the really forgiving checkpoints made it a non-issue. The music was catchy and very much fit the rest of the Mega Man vibe. The character swap mechanic made each challenge feel like I had a choice on how to tackle it (even if the enemies being flying vs grounded did offer an obvious "correct" answer). The controls were *chef's kiss* perfectly tuned and the quick death comeback made any potential friction in the (for the most part really well-thought out) levels really smooth. It's clear there was either sufficient playtesting and/or foresight regarding each instance where a new level mechanic (the long jump) or enemy (the spinning saw robot) was introduced. It was also a very smart choice having the blue robot's shot have an auto aim (I can imagine the frustration of having to aim in a fast-paced 3D game like this), and it was a nice detail that you need to still jump to shoot the flying enemies! Overall, very fun and polished experience. The speedrun timer at the end was the cherry on top for me. I'll be playing this again and again. Thanks for the great game!
You made me do parkour off of walls. I'm too old and slow for parkour! LOL Loved the game!!!
Really fun game, ran into one super difficult jump section that had me stuck for awhile. Definitely thing this could be expanded on. Good stuff!
Visceral! Some challenges really got us trying ten or twenty times in a row.
Cool Hard action Platformer!!!
The Next Week i will publish a gameplay video of your game in my YouTube Channel