Deathrail by Hotowlgirls

Maintain your balance as you grind across rails
Game Controls:
A/D = Balance left/right
W = Vertical Jump
Q/E = Switch Rail left/right
Story Controls:
A/D = Swap Page
ESC = Return to main menu
| Link | https://michaell308.itch.io/deathrail |
| Link | https://michaell308.itch.io/deathrail |
| Original URL | https://ldjam.com/events/ludum-dare/49/deathrail |
Ratings
| Overall | 720th | 3.546⭐ | 175🧑⚖️ |
| Fun | 508th | 3.63⭐ | 175🧑⚖️ |
| Innovation | 864th | 3.201⭐ | 174🧑⚖️ |
| Theme | 283th | 4.023⭐ | 174🧑⚖️ |
| Graphics | 761th | 3.593⭐ | 174🧑⚖️ |
| Humor | 944th | 2.622⭐ | 150🧑⚖️ |
| Mood | 802th | 3.373⭐ | 164🧑⚖️ |
| Given | 59🗳️ | 100🗨️ |
Everything fit well together I thought.
Is definitely a good basis to build upon, maybe adding speed boosts, more obstacles etc.
Still, I thought the art was nice, and the soundtrack was a good jam!
Love the graphics effects and the catchy music
Funky little tune too!
You weren't lying, the core gameplay loop IS fun! I enjoyed it a bunch.
Not sure how much the balancing adds to it though, and other than that it's very classic mechanically, but well executed upon. I did enjoy the fact that it made me play with two hands, one for the balancing and one for the board control, which I found to be an engaging exercise in multi-tasking, so the balancing does add some value, just not sure how much because it soon becomes automatic and doesn't interface too much with the rest of gameplay. And I never died directly because of it, and can't quantify how many times it killed me indirectly. Mechanically it feels a bit tacked on, although it's quite flavorful and makes a lot of sense narratively.
I like the idea, the use of theme, and the sliver of worldbuilding you give us. Wasn't too hard, but wasn't easy either. I really had fun! Could use a bunch of polish though, but them's the breaks. Great job <3
A lot of cool little things show you folks put a lot of thought into it, like the fire in the rail going down as you jump.
One thing that I felt lacking was the switching rail animation and how it dragged the fire with the character sprite. It would have been great if they jumped sideways, not just shifted, and if there was some nice sparks and other effects. But I understand the time constraints.
This mechanic could really be expanded into a very challenging fast paced game! Not sure how much you thought about lore into it.
All that said, the music slaps and the sound effects are pretty good too.

Would love to have gamepad controls. I think it would still be challenging, but certainly part of the challenge is just trying to manage this on a keyboard.
Great graphical style. Nice work!
"W R O N G"
Having to try to keep your balance and remember to jump between rails AND remember that vertical jump is "W" and not "Space Bar" like my brain kept trying to use as a jump button for some reason was more difficult than I anticipated.
Cute pixel graphics, great music track, ACTUAL skill required? Awesome entry :)
Thanks for the fun little game, and congrats on participating to Ludum Dare!
After I discovered that the difficulty was spot on, and the game became very fun in general. Would be nice if it was possible to use arrow keys instead of WAD, otherwise it's not very convenient for people like me who can't play using one hemisphere :smile:
Great job overall, I find normal runners kinda boring but Deathrail was actually fun.
1- controls are a bit odd, controlling the entire game with one hand is okay but feels weird. moving with WASD and balancing with arrows might've felt more intuitive.
2- love the music, but it starting over on every reload gets annoying. I'd suggest putting the music on a DontDestroyOnLoad object so the music is continuous even after a game over.
3- rather than automatically restarting, maybe wait for player input?
4- graphics are nice, but the flames chasing the player bug me. They're a certain distance behind the player even after a rail switch. so theres flames coming from where the player never was? I think this would be an excellent opportunity to use a particle system.
5- Pause functionality would be nice.
6- First time getting to the bridge, the game restarted, so I thought I failed to jump on it. Second time I'm seeing a Journal entry (#3, in case there's multiples). The shift in art style made be think I accidently closed the tab and this was a completely different game. Did I win? Did I lose?
7- In the instructions I noticed it said to push ESC to return to the main menu but that doesn't appear to be the case, ESC does nothing in game. It DOES bring the game out of fullscreen mode, so if you did have any functionality I'd suggest using another key anyway (If my game is in browser, I usually like to use "~" to pause/unpause/quit.
Final thoughts: Overall I like it, thought it could use some polish and new mechanics.
Thanks for the nice feedback, here's my response because this is the most in depth criticism death rail has gotten so far.
1. Ya 2 hand control setup feels less artificially difficult I think (then rebalance difficulty most likely)
2. wanted to do that, didn't have time
3. valid criticism and worth considering, I think either is fine (pause menu would make auto restart better imo)
4. lacking time, lack of spark polish is grating but i'm glad sparks made it into the game honestly (we didn't consider the particle system due to usually focusing on 2d)
5. I agree, just lacking time
6. Ya I agree that a clearer conveyance of information at the end screen was necessary to tell the player that they finished the game
7. esc was listed under story controls so it only works for the 2 screens of story
My only real criticism is that it would be nice to have some better way of conveying the imbalance without having to look at her. My eyes are mostly trying to focus on the path ahead, and having to keep glancing back at the character to see where balance is was the main reason I'd die. Possily on purpose but it does feel a bit unfair at times.
Overall, a solid entry! And the music was great too. Well done.
I feel like the controls could be a bit better, but I saw that several people told you that already. For me the most crucial thing other than a bit of remapping would be enabling the player to change the balance and lane *while* jumping, it'd make it feel much more dynamic. I think it'd also enable you to get more creative with the levels, for example having a small gap where the rails switch instantly, or having a section where it changes from the left-most to the right-most side
I wonder if you could even try out Switch motion controls/mobile phone gyro controls for balancing as an optional playstyle. I'm kind of a sucker for those lol.
I really wish for more levels ^^.
I do like the rough style and the music and I had no problems controlling the board.
Meanwhile I had fun hopping from rail to rail.
I also thought: It would be cool if I would get points for hopping on the rails and doing stunts ^^.
Please make it longer and keep up the good work!
I wish it sold speed a little harder, maybe if it was a little more zoomed out or something. I agree with other comments that 2-handed controls would be better. I kept trying to jump with spacebar but I guess that's on me haha.
Some of the rails in level 2 seemed a bit messed up? They didn't have endcaps and jumps off the end / onto the start felt really finicky and I think I fell through one at some point.
Good effort adding a story in a ludum dare game! It was intriguing 😄
As someone else said I think 2 handed would have made it a bit easier to control.
But good job :) well done
It was somewhat difficult to get used to the controls (would have expected space to jump maybe), but once I got used to it it was fun to play.
Well done!
Nice use of the repeating background as well!
Still, I can imagine this working as a mobile game, where you tilt the phone to balance and swipe to switch lanes/jump. Keep up the good work.
There was a game called 'Skate Tribes' and the third level had some similarities to this one.
I loved it.
The only thing I have to point out is the number of keys needed to play. Too many keys.
I loved the quick restart after you dropped off the rail because, oh boy, I dropped a lot. Loved the music and the well executed simplicity. I hoped a bit for more after Journal #3 but I guess that's the end.
Liked the audio as background,

Like @robowarrior1982, I had some trouble with the controls. I would have also liked to use both of my hands to play! Great job in any case, you know it's a good jam game when it leaves you craving for more :sunglasses:
I think the juxtaposition in art style across the game is quite cool, and something that could easily not work, but I think does in this case. Narrow line to walk for sure.
Last thing I'll add is the disjointed-ness between the story and the game itself in the menu didn't make much sense to me; particularly since you restart the game itself automatically when you die. I also thought when I first saw the menu that it was one option, as in "Play Story" because the text is so close together. I suppose, again, because it's not common to see "Story" relegated as its own menu option; integrating the different story beats between the levels would have felt more cohesive.
Really fun fundamental mechanic to build off of though, I'd say! Great job :D
Otherwise a fun game.
Difficulty-wise, it was... hard! Overally in an enjoyable way, but sometimes it felt a little unfairly so. I think my main 2 suggestions are:
- Using a 2-hand control scheme instead of 1-hand. My 1 hand had too many things to do, especially too many similar things to do. I think moving the balancing controls to the arrow keys would have given my hands and brain more room to really tap into the gameplay faster and more confidently.
- Being a litttttle more generous with the fall detection at the ends of rails. If the hitbox that determines if you're on/off a rail was like 0.2 seconds longer at the end of a rail, I think I would have had a more positive time while STILL requiring me to react quickly to challenges
Overall great job! I enjoyed getting to the end!