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(1 edit) (+1)

OMFG FINALLY!

This is exactly the kind of feeling I wanted the player to experience, if you mess up.. I wont punish you, you still have a chance to fix it. Like however bad of a position u are in, you can still try fix it

This was kinda inspired from celeste, if you've played it or been in the community a bit, there's a popular meme about how the player can fall from the easiest jump and then instead of dying, trying their best to fix that situation and the game wont punish you unless you die (Not the same concept but thats where I got the inspiration from)

(From a friend who tested the game for me lmao)

In my to do list, I had a task for adding death when the train is upside down, I also planned to fail the level if the train collided with a wall
But I found it much more fun to just flick the train trying to get it back right side up xD
I initially wanted to restrict alot of stuff like that, but just being able to do everything was much better!

I love the way you put it into words "this very much felt like being a kid playing with toys and i enjoyed it a lot, wonderful job !"
That is exactly how it was meant to be!

The physics and all isnt perfect AT ALL, I truly agree that the train feels way too bouncy. The way it feels way too light wasnt intended (I just got tired of stuff not working and that was the closest to what I wanted so just stuck with it) but the mechanic of being able to throw it around WAS intended

I truly appreciate the review and m glad that you got to experience it the way I envisioned! 
Thanks alot for giving it a try :D

(1 edit)

if you added all those restrictions it would definitely be a completely different game, and in my opinion, stand out way less from other entries (and games outside of the jam in general)
that type of game isn't bad, but i feel like there's an overabundance of them, and something where you just get to have fun is very refreshing

in general i feel like when people make games they tend to put in certain mechanics / rules because it's the "standard", but when you think through what each detail would feel like and how it impacts the game you can get a lot more intentional with how you want people to experience your game (all art in general honestly)
everything you put into a game or choose to leave out is a choice you make that will bring the end product closer to what your vision is
that's why i think there's rarely a thing as a "bad game", the game might just not be the experience you were looking for, but it doesn't make it bad game design if you leave out a feature people see as common (punishing your failures for example), it's the opposite even, it's good game design because you took an element, sat with it, and thought okay this doesn't serve my purpose, and that requires a lot more thought

bad game design is one that produces an experience you weren't aiming for, and clearly you nailed showing the experience you wanted

for me it felt really nice to control and physics looked intentional, obviously i don't know what the vision was, but what i ended up experiencing was great

one tiny bug i think i found, was when i was hovering over a platform i was about to click, it got highlighted, but if there was a second platform of the same type in the level it would get highlighted as well
i noticed this on the last level, it could just be how the asset was duplicated or something, not sure how your creation process was, it didn't detract from the game, just thought you might want to look into it if you plan to update later

overall, great job with everything, and i wish you the best of luck on any future project, nice to see you on the jam again :]

(+1)

I truly agree with everything you said!

I appreciate you taking the time with the feedback :D

For the bug u mentioned bout hovering, I noticed it very late and just let it be cuz it wasnt really a priority and didnt affect anything else.
I think its probly the shader thats causing it. Ill look into it tho, thanks for the report :D

Will be expecting to see u in the next micro jam aswell!