Hyperloop hell by Aterlamia
There is an updated version with better readable fonts html5 only see second html5 link Update 2 i fixed bug in the new font version and slowed down the speed of talking a bit
Drama you are stuck in a hyperloop because of terrorist. Play this adventure to see what happens next
Game needs some serious polishing but i lost about 3 hours of work because if a crash. But that is part of a jam i guess. I hope you enjoy this short game.



With updated font

Controls:
Left = Go left Right = Go right shift = Walk faster x = do action / continue conversation
Some conversations are scripted and will need to run their course
| Youtube | https://github.com/aterlamia/Hyperloop |
| Youtube | https://mel2.itch.io/hyperloop-hell |
| Youtube | https://mel2.itch.io/hyperloop-hell |
| Youtube | https://mel2.itch.io/hyperloop-hell |
| Youtube | https://mel2.itch.io/hyperloop-hell |
| Youtube | https://lamiaart.gitlab.io/hyperloop/ |
| Original URL | https://ldjam.com/events/ludum-dare/47/hyperloop-hell |
Ratings
| Overall | 393th | 3.274⭐ | 117🧑⚖️ |
| Fun | 504th | 2.787⭐ | 117🧑⚖️ |
| Innovation | 484th | 2.883⭐ | 117🧑⚖️ |
| Theme | 329th | 3.539⭐ | 117🧑⚖️ |
| Graphics | 153th | 3.8⭐ | 117🧑⚖️ |
| Audio | 156th | 3.496⭐ | 117🧑⚖️ |
| Humor | 281th | 2.595⭐ | 112🧑⚖️ |
| Mood | 222th | 3.37⭐ | 117🧑⚖️ |
| Given | 103🗳️ | 153🗨️ |
- interesting use of the theme
- the font choice is hard to read, especially with the colors
My only 'salt in the eye' was audio, which felt a bit out-of-space for the game pacing and the mood you were trying to create. Happy music with bomb / time situation seems comedy-ish a bit, but maybe it's just my opinion :)
@samuli i have had that occur several times and thought i fixed it, it is a hard one to reproduce but since it is still there i will need to look into it, thanks
@elizir thanks, but if you look closely you will see that much of the art has problems like transparent pixels or random black dots.I went for quantity over quality im afraid. But glad you enjoy it
@thevideogamester yeah bugs are a given in a jam i think especially if your scope is to large, thanks for the feedback. I will see about the conversation maybe i should it x triggerbale instead of timed. But then i need to figure out what to do with their walking
@jharler sad to hear you blew up. I feel a bit of a copout with the bomb. it had to be a minigame instead of a 50/50 coinflip

Other than that, this was an amazing entry! Great work all around.
@blobo mhh those aliens are i believe the fonts * but they should not be there.as @mikoziq said i must miss a bracket or something there. i will check
Great work!
Would love to see a full length adventure puzzler with up + down also supported :)
I did find the font very hard to read, and the blue text was almost impossible for me to read without squinting. I think for a story driven game like this the font needs to be super legible, but I would have used the font you used for headings and tooltips etc.
Great job!
I enjoyed the game overall, cut the right wire and saved the day! It's very impressive solo job and an entertaining piece of story.
I like the art style and attention to details. Music is also neat. Nice little adventure game. Great work!
I especially liked the short dialogue with the various NPCs, it was enough to give them distinct personalities, and together with the ditinct graphic style, gave the game a nice mood. As has been mentioned by others, the speed of the terrorist dialogue was a bit too fast to read in full, unfortunately.
I felt that the music had a bit of a thriller/scifi vibe to it, that worked well with the general feel of most of the game, except perhaps for the final bomb scene.
Despite a few bugs, I think that this was an impressive effort, especially for a Compo game!
I really like the art style and the different dialogues.
If you like, check [ours](https://ldjam.com/events/ludum-dare/47/hyperloop-2) out as well
Still, it might've been a little too much to swallow, I guess. I ran into a lot of problems which I guess, you already know about. But I'll still want to write them all down as constructive feedback (I really am impressed with the work though. I can't image doing this alone in 48 hours)
Positves
+ The art and animation looked very good! Of course, rough around the edges but promising!
+ The illusion of a driving a hyperloop (which kinda resembles a straight forward train) was captured well.
+ One can tell that you put a lot of effort into the game and really the only thing that is missing is more time!
Possible Improvements
- The particular pixel font in the dialogs was a bad choice. It's a strain on the eyes and it was almost impossible to read everything without getting a annoyed after the two lines.
- I wasn't really sure what you were going for mood wise. The soundtrack was really upbeat und happy. The subject matter in the story not so much. That was kind of a mixed bag.
- Having trouble actually reading the texts, I lost track of what happens pretty quickly. And before I knew it I got stuck at the most right door while searching for something. It was really hard to understand what the player was supposed to do. That's really my main issue.
@rewzu thanks and you are now officialy the hero :)
@eweren i went and saw, yeah your version has so much of what i wanted to but luckily i decided to stick to the bare minimum, that was already to much
@duke thanks for your extencive feedback very helpfull. The hard to read text that is about the first version? or you stil think it is hard to read in the updated one?
@worblir Thanks, i wanted to make more but there is only so much you can do in 48 hours if you also want to sleep,eat and not negelect the significat other i am glad you liked it
To all the updated font version now also has some fixes the textboxes should not stay anymore, the door should not get you stuck anymore and the two goons talk a bit slower. thanks for all the valuable feedback
Yes, it could have been longer and a few more puzzles or even some dialogue options be added - but as you correctly stated it is a game jam. And especially when you lose some progress here, it is a signifant feat to actually finish the game. Well done!
I tried it with the changed font, and that worked well. No major trouble with readability, and its fits the early 90s game theme very well.
Some possible improvements:
Why can I not keep going right here? (at that time) .. Nothing indicates I cannot, but there is a barrier. Maybe add some luggage or something, that is later tossed aside? Or have a dialogue pop up, like "I think I should look in the front first"

And spell-check a bit ;)
(if you find the time)
"the omb did not explode" ^^

Also, the cutting of the wire with the 50-50 chance was a bit... deflating.
It is either a "oh no, u ded" situation (as my first run was), or (on a record-worthy second full walkthrough) also a bit disappointing to almost get the same text, presented with the same background color.
Maybe something to change for your upcoming big point+click adventure? ;)
Keep it up!
Also I really dislike the main font, the hyper-low-resolution font type in general can be super heard to read, and in a game about reading it seems to make for a worse experience, imo.
Well done, this is the only text game I actually was interested in reading through.
However, I did encounter a glitch which made me have to restart. When I was looking for the bald guy and his tool to open the door I was suddenly unable to walk either direction after interacting with the door. The font was also very hard to read at times but I understand why it was chosen to keep in tone with the rest of the game.
This is a great entry
A little adventure on the train with terrorist.
Hopefully I master kung fu and can one shot the terrorist from behond haha
A very good entry. Good job!
The pixel art overall looked nice but wasn't without issues. The biggest one I think was the lack of variety. Sure, reusing the same sprite work over and over again is fine, especially in a scene like train but adding even a little bit of variety would go a long way. There was some like the half closed windows but would have liked to see some more.
This one pole was also weird looking since it was positioned too high and you could see the character sprite from under it. The other copies of that same pole were pretty much fine.

Then to the UI side of things. The font was super hard to read. The s letters were just confusing and looked more like g. And you didn't make it any easier with very poor color selection for those highlighted words. I had to literally squint and get closer to the screen to be able to read the blue one. And I don't even have any sort color blindness or any other sight imparity at all. The emphasis words were with different font too. Pretty much ticking all the boxes on what not to do here.
There was also this one point were you messed up the text coloring...

The walking speed was too slow and I guess you noticed that yourself too because you added the speed walk key. But there is no point in having a functionality behind a key where the player would want to use it 100% of the time. There would need to be some sort of drawback or other reason on not using it for it to exist at all. Like the most common (cop-out) one being a stamina system which obviously wouldn't work here. Every action behind a button press needs to have a reason for player to use it and not use it too.
Then you also broke your own rule of making the text only proceed with x press on the lavatory hiding scene. The text scrolled past too fast, especially due to font and emphasis colors hindering the readed way too much. Too bad too since it seemed like you were actually dropping some major lore bits and jokes on that scene. The story was of course then reiterated to Diane on the phone right afterwards but the damage was already done at that point and it left a bad first impression.
The ending was super rushed. That very out of place single freeze frame sprite flip death animation, the abruptly ending story and the hastily mocked UI. The story was going at pretty decent pace up until that point but it was just then like "oh yeah, bad guys die and you win congrats"! And the end UI stuff was just like you just threw in some UI components to the screen last minute. Completely ditching the font used previously and even trying to align the stuff to look decent.

Anyways, good job! Always cool to see people tackle more story based games on jams. :thumbsup:
I can answer most of it with, i wanted to but simply run out of time.
I lost 3 hours because of a crash in which i wanted to do some polishing things like add variety in the scene just some simple artifacts that i can add for a feeling of change. And of course fix some big spelling errors here and there.
And the end screen was not just rushed it was super rushed, it was done 5 min before the compo ended.
That far back i was set because of the crash, i was actually about to give up at that moment.
I lost everything from the point of talking to the bald guy to the second phone call.
The dismantling of the bomb was to be intended to be a simple mini game like connect the dots or something at least skillbased and not a coin flip and this screen feels like a cop-out but i wanted to at least create an ending for the compo.
And that one pole yeah don't know how it got out of place, the same as you might have notices was for a doorframe. It is fixed in the newer version but thanks for pointing it out.
Walking speed i agree fully with you, i think you do want to walk slower sometimes but i should have reversed the functionality shift to go slower.
And the part with the two guys is more a cutscene that needed them to walk in the right moments but yeah the text went to fast. It did not for me but i forgot to calculate in that i already knew the story.
thanks.
(also glad the mac version worked)
Even if it was more like a cutscene, it still could have the break points for waiting the player to press the button to proceed. Timing texts is just impossible, it will be always too fast for some people and too slow for some. And not even taking into account other possible distractions that could totally make the player miss the whole thing.
Oh and just after posting that comment I saw the mentions about font change. Seems like the Mac version at least was still the original one and the new one looks much better and more readable. But yeah I guess you should keep the updated version separate (and well described on what was changed as it is now) as per the compo rules.
Oh yeah, one more thing I forgot to mention on my first comment was the bit over linearity. And I'm not saying that there should be like branching paths but it wasn't really designed for anything to be done umm, not exactly right. Like I wandered around aimlessly few times clicking x and so on and wrong old messages were appearing and getting stuck on screen etc. Maybe this was due to time issues as well. Oh at least it wasn't the RDR2 way along the lines of "you walked left when you needed to walk right, you died". :sweat_smile:
Godot seems to be good overall on doing the different platform builds. I don't think I've ever encountered a Godot made game where the Mac version had any issues. Oh and I used Godot on a jam once and I loooove how it had that one button hit to export all different builds... :heart:
Same for the issue some people have (and you might had) that you could get stuck in the last door was because it had 2 conflicting signals. All in the name of make first test later and not have time to test anymore :smile:
That is also fixed in the last build that i keep separate for now.
More over I've stuck and controls stopped working. I've attached the screenshot with a place where I stuck.
On the other side, it is a combo entry, I like quests and you've managed to build a story driven game in such short time. It is very hard to nailed it at first time, so the game needs more love definitely. Thank you that you dared to make such game!

The 4th link doesn't have the bugs and has a better readable font and slower text by the way
i didnt pay that much attention to the conversations, so if the clue was there gg.

fml
This was nice, I like the premise, reminiscent of that movie Speed (was that on purpose?)
Nice graphics and animations too. (there were some mistakes on the dialogue)
One thing I have to point out is that this font is really hard to read, so that was unfortunate.
Overall, nice job!
Edit: Just realized you fixed the font, nevermind then!
(Ba dum ts)
BAW BAW BAAAAW
The dialog was pretty nifty, liked that you highlighted important words/names.
I love the character art and animations. I love the background and the feeling of being on a moving train. And I love the music.
After I was done with the game, I came back one more time just to look at the background and listen to the music a bit more :purple_heart:
Connection with the theme is not super strong, but that's fine. The story is ok but a bit silly. And the gameplay is a bit simple, I mean no problems with it, but I would have wished for a less linear experience with this type of game.
The end was a bit of a cheap shot. How am I supposed to know which wire to cut? There were no previous clues... And then it was frustrating to come back to the same point. And then was even more disappointed that the "good ending" is there as well, no twist or anything :( But I get it: game jams are limiting.
One frustrating detail was the conversation between the two enemies: too fast if you want to read it, too slow if you want to skip. In games, I'd say ALWAYS make the text stay as long as you want, and always progress with an action (X button in this case).
Good job on this game :)
Ps: My game is a little bit like yours haha.