So much fun, may or may not be playing again
Play Akimbo Express
Akimbo Express's itch.io pageTeam members and roles
Solo
How did you interpret the themes?
Train Driving Sim x Arcade Shooter
I wanted to clash two opposing genres: a slow, methodical train driving simulator (high realism), with whacky, arcade-style shooting game. Making skilled gameplay a successful juggle of these two elements at once.
What are you entering?
Engine and tools used?
Three.js - Codex/Claude (Opus 5.5 + Astra) - Aseprite - Suno - Elevenlabs - Audacity
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We are not entering this prize track
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation
Comments
It was amazing; I liked the shooting and driving parts, although the many controls confused me at first.
Oh you are so kind! I loved your game too, I really hope you continue to expand it.
Yeah I mean, I feel like this game has so many moving parts that work together, that I had to fit it all together to give the particular atmosphere and ‘vibe’ that I felt it needed. Things like the intro animation, was kind of done alongside the other work, I like to compartmentalise aspects of design to seperate instances of the game, there were so many worktrees it felt a bit clumsy, but the approach seemed to work.
I was honestly halfway through the jam, and considered giving up because it didn’t feel like it worked, and I basically evaluate based on folders and compilations of different visual choices to evaluate eachother. I was essentially AI vibe maxxing, but in a specific way where I was still in control, but I was open to shaking it like a magic 8 ball and see what comes out. Anything the AI could not understand, would be where I start opening up the files and trying to edit them. I consider all the art placeholder, but the art direction 80% complete.
Sound design and UI are probably where most of my strict effort went, I wanted to solve the almost impossible-seeming cohesive HUD, I went through as many font and spacing and padding specificities that the AI was hopeless at natively. I decided that a considered eclecticism is the most intelligent way to solve this problem. It’s still not there, but I am most proud of how I tried to make the game as accessible as possible, but with also the potential for the skill ceiling to be high.
I basically use the same approach to creative problem solving with all media, but this is just me applying it to AI.
If you are interested in more, i did my best to explain the concepts about 6 years ago, maybe more. its more or less the same, but yeah. its complicated as heck and super hard to explain: 2:30 hour drawing tutorial
This is the first game I’ve given a 5/5 in every category. Outstanding work.
It’s rare to see a game made in just two weeks for a jam that can compete in quality with the demos featured at a Steam festival. 12/10
Love this game so much. My favorite! From shooting ads to shooting invading aliens and monster. No words can explain how I admire this game.
The PS1 art and texture works so much. And i think that is what makes this game ran smoothly on web.
At first, the genre mash seemed not mix very well, but when you enter the latter stages, it explains itself. You played as doom train, literally.
Also the Japan setting is sooo on point. The polish too.
Favorite submission! Great job!
Thanks!
Yes, I love low poly because it’s so performative, easy to edit, and all the work is done in textures, it feels a bit more painterly as the lack of detail evokes the player to fill in the gaps, and evoking a players imagination I think is a stronger visual effect than actually showing them something conventionally beautiful.
as for tone of the game, it is mixed. I wanted to respect the origin genre by having it restrained, but a more guns blazing mode but it’s full of unfinished jank at the end, because I figured if anyone plays to the point where they have even got that far, I must have been doing something right so it’s less of a priority, it was more to demonstrate how the formula could be expanded upon.
I like colour, at the end of the day, so the middle level with trippy colours, was the world I want to expand most upon. I’m not sure how violent I want this game, but demons and old buildings feel like fair game. Stuff those guys
This game is very well polished. Definitely a contender to win. Great job! Fun game, great audio, entertaining and easy to grasp!
Train driving X shooting it's great concept.. also the art style or the gameplay is too good and polished..
This is incredibly polished. You did an amazing job with this. Everything in this game looks and feels phenomenal! As a civil engineer, great job on this shooting train game :)
so fricking good man the visuals and idea and execution all are crazy, very nice, pretty sure a contender for winner








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