Devil On Rails by FiloGC

What is this game?
Our original idea was to create a hack and slash power fantasy where the player has to keep up with an enemy horde to maintain his power level.
How does it work?
You start the game with all your abilities unlocked and will start losing them if you don't recover your power quickly by slaying enemies.

Why on a train?
Well, that's just a dumb question, isn't it?
The enemy model that didn't make it.
Rest In Peace Space Bat.

Who are we?
David Neira (@greeted): Production and Game Design
Diego Cambre (@miolos): Concept Art and UI
Antón Blanco (@chandalf): Highpoly Modelling, Concept Art and UI
Guillermo Couceiro (@filogc): Lowpoly Modelling, Rigging and FX
Pablo Castro (@baguetteness): Hardcore Programming and Music
Alfonso Varela (@xeep): Top Notch Programming
Giuseppe Caminiti (@giustitia): Xtreme Programming and Dead Screams :D
Special thanks to Hernan for his help with last minute modelling and animation.
What did we learn?
We made this game without previous experience working in a team as big as seven people. That meant not knowing exactly what we would be capable of doing in three days. We especially struggled with the implementation of the character animations which resulted in lots of the programmers' time gone to waste and some freebie animations. Also we may or may not have over scoped the mechanics a little bit.
We're currently thinking of ways to improve the game as a post-jam exercise and we can't wait to take part in LD40 and apply everything we learned this weekend.
See you all soon

| Windows | https://drive.google.com/open?id=0B0SLCY7oMVd9d2J2bkdVaDJ6U1E |
| Windows | https://filogc.itch.io/devil-on-rails |
| Original URL | https://ldjam.com/events/ludum-dare/39/devil-on-rails |
Ratings
| Overall | 645th | 3.029⭐ | 37🧑⚖️ |
| Fun | 647th | 2.794⭐ | 36🧑⚖️ |
| Innovation | 693th | 2.559⭐ | 36🧑⚖️ |
| Theme | 776th | 2.676⭐ | 36🧑⚖️ |
| Graphics | 269th | 3.914⭐ | 37🧑⚖️ |
| Audio | 238th | 3.429⭐ | 37🧑⚖️ |
| Humor | 304th | 2.667⭐ | 29🧑⚖️ |
| Mood | 450th | 3.167⭐ | 32🧑⚖️ |
| Given | 57🗳️ | 4🗨️ |
The gameplay however is a bit disappointing. There should be constant flow of enemies according to your idea, but not like one every second or less from 2 sides. You made a lot of attacks, but maybe you should focus on 2 skills instead of 4. Dash is cool, but I can spam it endlessly. Also ranged attack seems to do nothing, while melee doesn't feel good because of its long wind up time. Didn't feel the effect of block either.
However, don't be disappointed, fighting games are hard to made, especially in this short time, I think you should focus on the core, then add many cool things. And despite my long list of complaints, the game is really above the average on this jam :D
@filogc How dare you lie about beating my game! :P
Had there been animations the result would have been great. I also liked the UI, and the game's overall polish.
__ + __ Insert Soul =D
__ + __ frenetic button smashing !
__ + __ Music and mood
** What imo could be improved **
__ - __ Never found use for dash, blocking and could not use remote special
__ - __ Hardly found use to the remote attack since the is so much enemy
** Overall **
I had fun, good work ! Thanks for the game =)
However, I could not see any strategy or any use for the block/dash function, as button-mashing seemed to solve the enemy problem quite well ;) Also balancing seems to be off, as melee attacks are way more effective than ranged. Also I miss some feedback of power level vs. available abilities.
Minor issue: When you spam space and attack, you can fly :D.
Overall, the game seems like a nice first step. The weakest link right now is gameplay. The gameplay is confusing and nothing feels like it has weight. Far fewer enemies, more oomph to my attacks, and some clear indicators of success/failure would help quite a bit I believe.
Thanks.
Nice work on the 3D models and overall visuals, the audio also really rocks! But when you kill too many enemies at the same times the sound just gets LOUD, which kinda take some of the fun and completely break the mood.
Controls-wise, it felt like a button mashing-type of game, and I could only feel the basic mouse-based attacks, and couldn't notice the strong attacks, to be honest. Also, some player feedback, as some said, would be really nice to juice up the game!
Overall, pretty fun and nicely done! :D