Lumber Tracks by Black Flag
Gameplay
Try and stop an out of control train from hitting an innocent village, as a lumberjack, you must chop down trees in front of the train to get it to slow down! Bigger trees require more momentum, bounce off the front of the train and throw your axe to deal more damage to them! The longer you hold off the train, the more people that can escape... however, the train will reach the village at some point, its inevitable...

Controls
WASD: Move
Mouse: Aim axe and left mouse button to throw
## Tip! If you find yourself running to catch up with the train, try and collect a red berry for a speed boost!
Known Bugs
-The axe can sometimes move after hitting a box
All code, art and music were made during the jam by myself. The font is Rainyhearts by Camellina.
| Play in Browser | https://orange-flag.itch.io/lumber-tracks |
| Zip file at the bottom of the page | https://orange-flag.itch.io/lumber-tracks |
| Original URL | https://ldjam.com/events/ludum-dare/50/lumber-tracks |
Ratings
| Overall | 327th | 3.411⭐ | 47🧑⚖️ |
| Fun | 322th | 3.33⭐ | 46🧑⚖️ |
| Innovation | 113th | 3.773⭐ | 46🧑⚖️ |
| Theme | 100th | 4.068⭐ | 46🧑⚖️ |
| Graphics | 258th | 3.568⭐ | 46🧑⚖️ |
| Audio | 179th | 3.511⭐ | 46🧑⚖️ |
| Humor | 189th | 3.238⭐ | 42🧑⚖️ |
| Given | 35🗳️ | 60🗨️ |
The best village name I've ever seen!
Super creative, and original, I loved the mechanics of throwing myself in front of the train to detelo.
I really think the ax should go back to the character's hand, instead of going for it, something a bit thor. (Even if it was a temporary power up)
Congratulations!
@simplepotential Thank you! I’m glad you got the hang of it!
@orcifried Thank you! I’m glad you liked the mechanics!
@pinballjunior Im glad you found it fun thanks for playing!
@very-bad-bunny-studio Thank you for playing! I was trying to do an accurate village name haha. Thank you for the feedback too, and yeah a retrieval system would have worked well!
@waffleworksgames Thank you for playing! Thanks for the feedback, there’s some red berries that spawn behind the train to increase your speed, but some better way of getting your axe back would have helped a lot! Thanks a lot for the feedback!
@squaxcom I’m really glad you liked the art! Hahaha it might be a bit sudden! Thank you very much for the feedback!
Great entry!
@sagiii I'm glad you like the idea! Yeah, it could have done with a few adjustments, especially with the last sound effect as it hits hits the village. Thank you for the feedback and for playing! And thanks for submitting your game too, it was so polished and the whole game-feel was amazing!
@yetanother Thank you! And thanks for playing!
@sawyer I’m really glad you liked the graphics and idea! Thank you for playing and thanks for the feedback!
I think a retrieval button (that other mentioned) would totally change the game balance but might be fun to try to see how it feels. The strawberries were a good add but I rarely found them to be sufficient to get me back into the action once it was lost. All around it is a good game.
Great job making a fun game in 48 hours!
It was fun bouncing off the train to get momentum, that's not a mechanic I recall playing with before =). Nice graphics and sound.
This is a solid compo game! Nice music and sound, excellent execution of the theme, the graphics are nice and evocative. I also haven't played a game with this set of mechanics before, but it totally makes sense! I really like the polish of the motion blur effect when you're moving very quickly. By the way is the axe throwing sound you just blowing into the microphone? lol it works though!
I have some thoughts on what might your game even better. Take them all with a grain of salt though, I know all too well how much scope and ambition we have to cut at that 48 hour mark!
- To help the player get started, I'd integrate the tutorial into the game. I appreciate that you put it in as an option, but tutorials are almost always boring, so I skip them when I can, and I bet a majority of players do. So I jumped right in and was extremely confused about the controls, objective, and even what I was seeing on the screen. After dying I went back and looked at the tutorial and now I see it was just a single screen of explanation. So, to avoid dummies like me bouncing right off your game, switching the main menu to be just a "Play" button that shows a tutorial, and when you click starts the game, gives players a better chance of success :) To go even farther, you can introduce the game mechanics gradually and use in-world explanation (like that sign of "innocent villagers"... but the arrow on it is pointing the wrong way :sweat_smile:). That way it doesn't even feel like a tutorial, and players don't feel like they want to skip it.
- The tutorial talks about things you can do, but it's not immediately obvious why you want to do them. Probably best to clearly state the objective - stop the runaway train *to give the village time to evacuate*. Then it makes sense why you want to chop down trees or push boxes onto the tracks. (I see now you did that on the Ludum Dare page for your game, but I didn't see that until I came back after playing)
- It's easy to permanently(?) lose the axe which kind of ruins that playthrough, so I wonder if using a trick (I'm thinking like Thor and Mjollnir) where it automatically comes back to you after a few seconds. That would help keep the player in the game rather than punishing them for a mistake. Another way this failure mode _could've_ happened is falling too far behind the train, but you thought of that and added the strawberries to catch back up! Nice. :)
- The boxes didn't move quite the way I'd expect... might be simpler to make it so they move in the direction, especially since you put in the trouble to make trees take into account the player's momentum.
Anyway, I gave you some suggestions for improvement only because I promised you I would :) Most of all, you should feel proud that you finished a complete game - programming, art, sound, polish, etc - in one extremely short weekend! Looking forward to checking out your future games!!
@jimbly Thank you for the feedback! I'm sorry to hear the aim was off for you, and yes some better way of getting the axe back would have been better! I'm glad to hear you had fun and thank you again for the feedback and thanks for playing!
@shawn-moore Thank you so much for all of that feedback, that is greatly appreciated! I'm really pleased you liked the sound and graphics!
I really like your idea of having the tutorial screen appear when you click play, because reading a tutorial by choice does feel like a chore in a game jam lol. Using those signs would have helped as well, maybe for the first playthrough if you touched them or something the gameplay would freeze too to give the player time to understand each feature as it shows up? I also agree with stating the intentions more clearly too, like maybe at the start where that exclamation appears above the lumberjack it could just be a little speech bubble that says, "I need to delay the train so more villagers can escape"!
With the axe, I like the idea of it taking a few seconds, I'd thought that maybe it could come back to you if it goes off screen so that way there's still a bit of a consequence but not as drastic as it is now? For coherence a similar system for the trees with boxes would have worked well!
Thank you for all your feedback, its very kind of you to take the time to write such valuable feedback! Genuinely thank you!
PS: You're right about that sound effect 😂
great game
@geckoo1337 Thank you for the feedback! Yeah, I should have made them more representative looking back. Thank you for playing!
Still, I enjoyed it a lot.
The graphics and music aren't bad, but nothing remarkable.
The gameplay loop is pretty good as well: knocking trees and crates in the way of the train. Though I *REALLY* wish there was a restart button, because it doesn't take long to fail. And when you do, you have to wait until the game ends, maybe "gameplay LOOP" wasn't the best way of describing it. It's a single experience, with an inherit time limit.
It's a bit strange at first, throwing the axe and then having to retrieve it, but there's something actually kinda satisfying about it. It being momentum based only served to bog down this mechanic. If I threw the axe at a standstill, it travels nowhere, and IF it hits a tree, it won't budge. If there HAD to be momentum-based throwing, at least give the player a good-enough throwing velocity by default.
What if I could chop down a tree at standstill? So that I'm not constantly going back and forth, throwing the axe, then retrieving it, rinse and repeat. Why even is it that bigger trees tip over, but they don't fall? Eh, that's more of a nitpick, how about the *real* problems I encountered?
This game has a *lot* of bugs, here's a list of how the one's I've found
#1 - Sometimes I try to hit one tree, but I end up hitting a DIFFERENT tree because that so happened to me in the axe's path. And usually it's a small tree that rotates so fast I cannot get my axe until it's stopped completely!
#2 - If #1 didn't happen, sometimes the axe *just goes RIGHT THROUGH the tree,* for whatever reason.
#3 - If neither of the above happened, the axe is so damn finicky about being picked up! I can hit a tree from one end, and end up having to go *all the way around the tree* to get the axe again, wasting time.
#4 - When hitting a box, the axe, around 50% of the time, will just get a mind of it's own and start flying off, and it usually goes just as fast as me. So I basically go right off the track, giving the train and it's psycho conductor plenty of time to go right on by!
#5 - For some reason, there's times when the axe refuses to be picked up until the tree's fully rotated and stopped. I've had this happen when the tree BARELY MOVED as well!
#6 - **I SOMEHOW MANAGED TO KNOCK A TREE _RIGHT BACK UP!_ AS IN, I HIT A TREE THAT WAS ALREADY KNOCKED DOWN, AND I _STOOD THE DAMN TREE RIGHT BACK UP!!!_** Good god, either that's a bug, or I'm so unlucky I defied the programming!
Those are all the bugs I've found, but this game also has some really annoying things as well. As... mentioned above.. tree's that are knocked down can still be struck, still have collision on them, meaning I still have to completely go around the tree to retrieve my axe. Though I just now thought, the train has to collide with the tree; I'm not too familiar with Unity, but could you perhaps use tags to make the tree collidable with the train, but NOT the player?
If you miss a tree, the axe travels FAR! Yet ANOTHER opportunity for the train to get ahead! Eh, what instantly came to mind as a 'solution' would be to use a raycast axe's direction to see if there's any trees. If there aren't, then the axe stops not far from the player.
Like what's mentioned in Bug #1, if you hit the top of a small tree, it'll rotate fast enough that you can't get the axe for basically *forever!* I'd like to say "make the axe bounce off a tree if it rotates fast enough", but that does NOT sound like an easy thing to do. Maybe you could find a means for that solution, but essentially, don't make the player wait so they can pick up the axe.
I'm starting to run the 4096 character limit, so I will wrap this up. This game has such a good idea, yet is held back by these bugs! It's still great that you made such a clever idea within 48 hours, though! But I'm wondering, CAN you save everybody? The most I can save is 70. I'd really hate it if you can't actually save everyone.
Sorry for such a long comment, and being so harsh. I do hope you've had a great Easter!
Perhaps rather than adding a magic axe recovery system, there could just be spare axes scattered around the map that you could pick up if you lose the first one. Maybe you could even have an inventory allowing you to collect and store multiple axes.
The big trees are meant to be cut down after bouncing off the front of the train and then throwing your axe, this would answer your points about big trees just tipping over and why it would seem annoying standing next to a tree to chop it down over time. There actually is a collision matrix where the axe can interact with the top parts of the tree and the player can only hit the log part, but you’re right, after the trees hit it shouldn’t be collideable by the player.
I’m sorry to hear you didn’t have the best experience with the game, I hope you have had a great Easter too!
I’ll play your game when I’m at my computer next!
Thanks again for taking the time to write detailed feedback, it’s very valuable feedback so thank you again!
I like the art style, well done for the compo.
Incidentally, we also made a game about delaying a train!
I left feedback and stuff on stream, vod here:
https://www.twitch.tv/videos/1458309860?t=2h4m56s
@3lstmsinatrenchcoat Thank you so much for the feedback! The berries could have probably done a lot more, maybe they could have knocked down trees while you are running that fast so you don’t get stuck on them as easily. Thank you for playing!
@itsboats Thank you so much for playing this on stream, just watched the VOD back now and it was great being able to watch you play and give live feedback, you gave me a lot of valuable feedback, thank you! I’m really glad you like the idea! Thanks for playing!