Play game
Perfect Trolly's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #4 | 3.500 | 3.500 |
| Visuals | #15 | 2.833 | 2.833 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #15 | 2.667 | 2.667 |
| Gameplay | #16 | 2.667 | 2.667 |
| How well does the game fit the themes? | #18 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
over 10 hours
Leave a comment
Log in with itch.io to leave a comment.




Comments
Aesthetic is a vibe 💜💙I'm sorry to all the fallen workers during my game 🥲
Thank you! Since the theme itself could easily become too cruel or disturbing, I deliberately tried to avoid overly graphic depictions, so I’m really happy to hear you liked the aesthetic.
One of my design choices was making the workers look more like LEGO-style minifigure silhouettes, so that hitting them wouldn’t feel more disturbing or guilt-inducing than necessary. I wanted players to enjoy it as a lighthearted game experience.
Sorry, I can't get the game to start. I'm clicking everywhere but nothing's happening.
I’m sorry for the inconvenience.
This game supports keyboard controls only and accepts just four keys: the A key, D key, Left Arrow key, and Right Arrow key. (Sorry for the unclear instructions.) Could you please try pressing any of those four keys?
(It would have been fairly easy to support mouse and touch controls as well, but unfortunately I ran out of time this time around.)
Ah yes I should have bashed the keyboard to see if it would go through, fun little "on rails" game. The music is top notch!
Well this is the closest I've come to being in the trolly problem. The music is quite turbo. The void particles are a nice touch and give a nice sense of movement. Well done!
Thank you for playing the game, and I’m really happy that you enjoyed it.
Actually, this idea originally came from one of the theme candidates for #370 (“Guilty or Not”), but it wasn’t selected at the time. I’m relieved that I finally managed to turn it into a real game this round.
Originally, I wanted to make the collision action much more dramatic and even introduce height differences into the tracks, but the development time went far beyond the 3-hour limit, so I had to give up on those ideas.
Still, I’m satisfied that I was able to capture the sense of speed and the energetic music I had envisioned.