Debt Train (card construction game) by Christian Zommerfelds
A railroad construction card game.
You are so close to bankruptcy! You need more cards to build tracks and stations, but drawing from the deck always risks you facing another debt collector. Connect houses to earn money and keep your company alive for as long as you can. The more cards you draw, the more chances of getting a debt card.
Platforms: Web. Works right on the browser. This was also optimized to work on phones! So grab your device and play this on a touch screen!

Main tech used: Haxe, Heaps, Bosca Ceoil, Paint, Krita, Visual Studio Code.
Dev note: Wow, time flew on this one and it was my first LD jam. I have/had many more ideas I wanted to implement and draw, but had to stop! Looking forward getting feedback and playing your games.
Post-submission fixes: I woke up after the Compo deadline and found and fixed a couple game breaking bugs (see commits). I spent around 30 minutes on this. Hope this is fair.
What I couldn't do in time: * Add a little train (decorative) * Add missions / achievements / levels so the game has more depth or a meaning * Balance the random generator, so you don't get too many of a single card. Or: * Deck building: I wanted to experiment with having a fixed rotating deck of cards and being able to buy cards (with some special bonus cards) * The UI for placing tracks is bit clunky, maybe a grid based thing would have worked better?
Post-jam version: https://zommerfelds.github.io/ldjam50-post-jam/
I've made a few bug fixes and small balance improvements and published it separately on the link above.
Ratings
| Overall | 183th | 3.663⭐ | 45🧑⚖️ |
| Fun | 129th | 3.738⭐ | 44🧑⚖️ |
| Innovation | 66th | 3.951⭐ | 43🧑⚖️ |
| Theme | 490th | 3.179⭐ | 44🧑⚖️ |
| Graphics | 313th | 3.44⭐ | 44🧑⚖️ |
| Audio | 318th | 3.143⭐ | 44🧑⚖️ |
| Humor | 374th | 2.5⭐ | 38🧑⚖️ |
| Mood | 294th | 3.274⭐ | 44🧑⚖️ |
| Given | 45🗳️ | 70🗨️ |
Aside from that, the biggest thing I wanted while playing this game was little trains driving around!
Overall the user experience is very swish, I really like the concept and execution, just needs a bit more tuning and polishing.
Music was solid for the style of game
I felt appropriately challenged with the cards I drew
User feedback was good
Overall I really liked this one! Thanks for uploading! You could probably continue working on this a little to give quality of life improvements on the setting of stations (maybe snap to the nearest track)
Did you all enjoy the track building part? I was thinking that maybe a grid-based, single cell placement system would work better? Or add more traffic management to make it a bit more than simply optimizing station distances. Not quite sure.
The balance felt off - I was getting too much money and stations from the card stack, and not enough track. Also feels like there should be more money sinks (use money instead of tracks if you don't have any? maintenance costs for stations? I'm sure you thought of stuff like this). I lost interest after a few minutes. That said, I think it's good for jam games to be tuned easy rather than difficult since people don't want to spend too much time on them, so maybe it's a blessing in disguise.
The artstyle and music fit well and the gameplay was really enjoyable!
I might change the money card pick rate a bit, I had way to much money availible and not enough train tracks to build with. Maybe a feature where you can use money to buy certain cards would be helpfull with that.
It was comfy and I enjoyed planning routes, but I felt no stress or challenge of running out of money any time soon. Even when I tried to.
The only complaint I have is that sound effect had a horrible clicking every time they played.
I played it for a fair long time with fun, so this is a good entry, well done!
I would love to see a expanded version of this game with more kinds of buildings (to build and to connect to!). Good job!
Incidentally, I don't know how I'd feel about living in a town were every single house was just metres from a train line.
Great work!
Regarding the balance I have a theory - since everyone is expecting to bankrupt soon, maybe the game itself (not the player) is delaying the inevitable :thinking: :smile:
I wish for a couple of quality of life changes like the game automatically taking money out of my hand with the debt (that is how debt feels too). Good job, I had a good time! :thumbsup:
I enjoyed the simplicity of it, and the fun of laying out my tracks to get as many buildings as possible, once I figured out how that all worked ^_^.
My main critique would be that many of the sound effects had quite harsh popping noises when they started or finished. It was quite noticeable on my headphones, and a little unpleasant. That was for the web version.
I published a new post-jam version under https://zommerfelds.github.io/ldjam50-post-jam/.
I didn't change much, just some bug fixes and balanced the incoming cards a bit. Not sure if I want to continue working on it though.
Though as some have mentioned before there are quite a few areas to improve it:
* After 30 or so card I want a checkmark that allows to automatically pay out the debt card when draw;
* Placing station (cards) sometimes covers whole area I am interested in building over. Making it hard to see if all buildings I am interested are covered and if I have left-over track to build on later; 
* After losing it would be nice to zoom out to max, to look at your railroad empire;
* Would be nice, if initial automatically built station would not be directly at the end of rail. That way you could give player more flexibility where pursue money, rather than always upwards;
* I am sure the theme this time is a poor fit for this kind of game. Drawing `Debt` so much debt is somewhat discouraging;
* The game excitement / chore ratio is rather bad. It's very easy at the start (and fun) then it rather quickly gets tedious (played to see if I actually can connect all houses) and then the math kicks in, bringing inevitable doom;
* What could help here are more actions;
* More clearly defined `Rounds` rather than infinite deck of actions;
* Maybe even allow choosing what cards are added to the deck depending what houses are included into railway network.
* For example there could be standard houses (gives money), commercial (gives houses or money) and industry (gives rails or stations, but takes money cards from the deck) map locations. That way there is another layer of strategic choice where you want to build to.
* Paying money would allow shuffling discard cards into deck. Essentially doing extra calculations and weighting if there are more negative cards in the deck than positive, and if it's worth paying up-front to increase chance of drawing a positive card;
* Special rail cards to place across water, to heavy industry (oil)?
I could go on and on :)
Oh, this is my map if you are interested:

Overall the game gave me `Transport Tycoon`/ `OpenTTD` vibes. Interested if you will develop anything further and what choices you will make!
I agree with all your points. I'm not sure if I have the capacity to work more on it, but I'm thinking about it :) I originally focused on touch screens (mobile), but maybe this would be better suited as a PC game, given its Transport Tycoon nature.
I felt there was too much card manipulation - drawing cards, accepting cards, placing cards. The more debt cards I got, the more of a chore the game became (another reason why the inevitable debt is a poor fit for this game). Rather than cards, these could be abstracted as random events: +1 funds, -1 funds (i.e. debt), +1 track, +1 station, and then placing tracks and stations would just be a matter of drawing-and-accepting the tracks, or finding the right spot for the station. Having to draw a track, then place the cards on that track is such a drag (and drop). Having to pay the debt manually instead of it cancelling my funds is even more of a drag.
Other than that, the game played pretty nicely and kept me entertained for the while. Once more, I just wish I was able to actually integrate every single household into the railway network. ^^'