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Platform Panic's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #4567 | 3.261 | 3.545 |
| Audio | #7284 | 2.174 | 2.364 |
| Narrative | #7594 | 1.923 | 2.091 |
| Artwork | #7663 | 2.341 | 2.545 |
| Enjoyment | #8535 | 2.091 | 2.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It fits the theme because every train has a countdown before it leaves, so you have to think fast and get as many passengers on as you can before time runs out.
(Optional) Please credit all assets you've used
Free Outline by Alexander Ameye
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Comments
I had some ups and downs in this experience. I hope you're ready for a read!
This is definitely a game with a strong emphasis on Time. The times the trains leave, the time each passenger will wait, the time it takes for the walking animation to play.
However, I didn't find myself actually engaging with the clock a lot. My gameplay, through a few playthroughs, more or less relied on clicking as many passengers to a traincar/businesscar as quickly as possible, which didn't require looking at either clock. The trains came and went fast enough I didn't have to worry about packing seats tetris style either, and maybe I didn't put it in for long enough, but I never found a use for the reward currency.
I think there are a couple rough corners with inputs and accessibility that you're more than aware of, and are perfectly natural and normal in a gamejam of this speed. :) No harm there.
I think that I like the premise of your imagination here, as clocks and trains are a natural pairing. I'd be really excited to see your next pass at this, where instead of pairing the just absolutely excellent narrative theme with a click-n-clicker, we'd draw some boxes on a whiteboard and say "what exactly is the input challenge we're presenting our audience, how do we want to reinforce this excellent scene with their gameplay experience?" I think if each train came a little slower, we'd already have a great pre-planning tetris game about trying to fit groups and families with minimum seat waste! (couldn't ask someone to move after you've sat them of course, ;) )
As it is, I had no issue seeing your creativity and initial vision, and I'd have loved to opportunity to see more of that shine through. <3
Hello! Your review is really detailed. Thank you, and sorry for the late reply.
The accessibility issues are the difficulty to click on the seat and the passenger, or do you mean something else as well?
During the development of the game, at some point we were a bit late, and we haven't had the time to polish the game in the way we wanted, but your observation makes sense. Hopefully, we will manage to fix bugs, and then we will see if we have the time to add some stuff in the game.
Thank you again. I am glad you liked the idea, tho!
Quite an interesting game and I like that you can plan ahead and move the business class passengers ahead of time. Sometimes passengers just disappear after assigning a seat. The core gameplay is interesting but I feel like there needs to be additional gameplay loops to make the gameplay less stale (like spending cash). I think making some audio cues for which train is leaving soon can also improve it! Overall a good experience!
Thank you so much. I am glad you liked all those things in our game.
The passengers that disappear are probably missing an animation (where they show impatience), or it's a bug. Each NPC has a level of patience and should have a matching animation for that. Thank you again for the feedback!
I liked the controls, the RTS style of movement. I like the idea.
I didn't like the click sound being so loud compared to everything else, I didn't like the lack of feedback for the countdown. The countdown theme is a bit vague here.
I'm glad you liked most of the game.
We actually have fixed some of the sound issues. But we couldn't update it in the game due to the deadline.
Thank you for your feedback!
I like this, I wish there was more of a chance to spend the money you earn. More depth to this game would be great! I was having some issues with clicking the people and assigning them to seats, maybe a simpler system to move people into the trains, or have the people stop on the platform faster, would work nicer?
Thanks for your comment, really appreciated.
For the money, yeah, you're probably right, and with more time, that would have been possible. Having more types of passengers or additional features, but we preferred to remain simple and focus on the core mechanic, which was getting more people as before the train leaves.
For the clicking part, yeah, that's an issue to fix because it influences the general game feel. Thank you again!
Congratulations on finishing a game for the jam! The controls were nice and simple, but the NPC hitboxes were quite small, so it was a bit difficult clicking on the people (especially while they were walking). I couldn't quite figure out if the "Business" label on the NPCs actually made a difference, as I was just trying to get everyone seated anywhere as fast as I could.
Thank you for the comment. Happy to see that you liked it, even with those visual issues.
When I did the playtest, I had the feeling that selecting the NPCs or the seats would have been a problem, and you confirmed my fear. The business people have a higher ticket cost, but they have a limited number of seats (4 each train). They should stay in the yellow seats because that's the business class. In theory, if you put the business-people inside a regular seat, the business guy should refuse to go in there. But apparently, this isn't working as it should.
I played through your entry and I couldn't restart the game for some reason? Other than that, I think the concept is pretty good, but I think that it would kind of help if players got a sort of "tutorial-level" to know what they should do
That's a bug. In theory, the retry button inside the game-over page is supposed to work. In the game engine, the button worked. We didn't have the time to do a complete playtest of the build before uploading the game on itch.io, so we missed this bug.
How have you felt playing the game without a tutorial level? Were you a bit lost, frustrated, or something else entirely? I am asking just to understand how to improve the game.
Thanks for the feedback, anyway!
I think the game is nice. A simple point and click which works well.
Thank you! Happy to see that you liked it. :)