Trainz by aligator
How to play
Goal: Each train has to be lead into the correct depot (by color). * You can click on the track switches to do so. * Move the view with WASD / Arrow keys
NOTE: Each 10 seconds new trains will spawn!
Notes on Mac & Web * Sorry, no web-version as Godot 4 beta does not support that currently. * The Mac version seems also to be broken for now. Possible, untested workaround If someone can help me with that, nice, else you may try to run the Windows version with wine. (on linux that works except of sound)
Bugfixes after the LudumDare: * v0.1.2 - Fix yellow train to match the yellow depot * v0.1.3 - Fix missing possible way for orange if coming from the bottom spawner
Have FUN!
Ratings
| Overall | 322th | 3.239⭐ | 25🧑⚖️ |
| Fun | 257th | 3.283⭐ | 25🧑⚖️ |
| Innovation | 312th | 3.13⭐ | 25🧑⚖️ |
| Theme | 202th | 3.674⭐ | 25🧑⚖️ |
| Graphics | 370th | 2.978⭐ | 25🧑⚖️ |
| Audio | 247th | 3.087⭐ | 25🧑⚖️ |
| Humor | 72th | 3.523⭐ | 24🧑⚖️ |
| Mood | 289th | 3.071⭐ | 23🧑⚖️ |
| Given | 25🗳️ | 29🗨️ |
Maybe you can run it by this procedure: https://github.com/Libre-TrainSim/Libre-TrainSim/issues/209#issuecomment-962662977
Also maybe you can run the windows version with wine...
@texelproto Thanks for the feedback :-)
The audio was very funny too!
At first the game was too small, so I scaled it up and instead added the scrolling. Had no more time to improve that :-)
I think the game was a bit overwhelming. By the end of my runs, there were so many trains on screen at once. I think starting the game with just yellows and reds was a good idea, but going from just yellow and red to getting all 4 colors escalated too quickly. I think you could have spent a little less time on just yellow and red and spent a lot more time on the intermediate stages.
It gets a bit easier to manage once you realize that 4 of the intersections have an ideal setting and never need to change, so you only have to manage the other 6. Those 4 being the 2 in the top-right and the two on the far left. The top-right one leading to the red station can remain in the turn position forever, while the other 3 can remain straight forever. I think this is fine on its own, it rewards players for putting thought into the layout of the level.
As for the 6 you do manage, 4 of them are responsible for switching trains between the "upper track" and the "lower track", while the other 2 send the trains on the lower track to the red, blue, or yellow stations. This means that almost all trains want to be on the lower track. Oranges end up being so difficult to deal with because they're the only trains that want to be on the upper track. 3 out of the 6 intersections you have to manage are only ever changed to deal with orange trains.
The "upper track" and "lower track" could have a double meaning here since you can have lower track trains end up going on the upper track backwards, and visa versa. I say "could" because this is never necessary and would practically guarantee a collision. (Incidentally, the 4 unused intersections would be instrumental in turning trains around if it was ever necessary). You could make the argument that the red station requires going on the upper track backwards, but I think it's more accurate to categorize that stretch of track as a "bent" part of the lower track instead. After all, it's further to the right of the orange station, which is the only station on the "upper track". I think going backwards on some of these tracks would be an interesting gameplay element and would add a layer of complexity, but it's not explored in the current design.
So I'm a bit stuck between two opinions on the design. I want the game to be a bit less overwhelming, while simultaneously I want it to be more difficult by incorporating "going backwards" into the level design. If you choose to continue work on this game, I think you could manage both by balancing the trains a bit. Maybe the trains could be a bit less frequent (breaking the theme) while being a little bit faster, just so there's fewer trains on the screen at once. Maybe 1 train could appear every 10 seconds instead of 2. Maybe you could get rid of the blue station/trains, after all the blue trains' path seems a bit redundant to red/yellow already. Then, once the game has been toned down a bit, maybe you can incorporate "going backwards" more by putting the red station further to the left of the orange station. That way, going to the red station requires "going backwards" on the upper track. I'm not sure that it would work, but I think it could potentially make things a little more interesting.
This was a good game. I enjoyed playing it, thinking about it, and exploiting the quirks in the design. Good job!
Many thanks for this amazing review!
Some of your points I also noticed when I showed the game to some friends.
However no one got 43 Points, so you hold the rekord:-)
I myself got 30 one time, mostly because the orange one is so hard.
I think you put much more thought into analyzing the track than I put into building it, because of not much time^^ Thanks for this.
JFYI: from 10 points on, you get 3 colors and from 15 you get all 4. I think you are right that I could have ramped up the colors more slowly.
If there was something that could be improved, I would make unique horns for the different trains when they spawn, to give another cue of the new trains to juggle around. Good job!
I realy like the idea of different sounds for different trains.
Love the idea and works well for the theme. It's a very hectic game and I could not distinguish orange and yellow that well. It also took me a while to understand the rail layout. Would love to play this game with different levels, starting out easy and increasing in difficulty and size.
But other than that, I had fun and enjoyed the pixel art and sound effects! Here's my highscore:

I actually used the new tilemap system from Godot4, works already very nice.
With 31 Points you are better than the average I think^^
Just a shame that I could not resize the window on Linux, so as soon as the orange trains came I could not get it right.
Loved it thought :)
I'd really encourage you to make a web build available. The [newest release of Godot 4](https://godotengine.org/article/dev-snapshot-godot-4-0-beta-3) fixed the bug in exporting to web just three days ago! You'll just have to update to the new version of the engine, and then it should work.
I just tried, but it needs SharedArrayBuffer which needs Cross Origin Isolation.
Then I started a local server, and set the needed headers using a Caddyfile:
```
:2022
file_server
header Cross-Origin-Embedder-Policy "require-corp"
header Cross-Origin-Opener-Policy "same-origin"
```
However now it would start, but everything thats rendered is a grey background. (The sounds work though :-)
It doesn't seem to be ready yet...
But anyway, thanks for the news.
The game is quite simple in design but I was rapidly overwhelmed by how many trains there was at once and it's rapidly difficult to keep track of them all. I only score 4 after some attempts because puzzle games aren't my cup of tea. (I guess it's a puzzle game ?)
Maybe you should have started with only one train in the first few rounds and adding another one after ?
Good concept, I liked it !
Keep up the good work :smile:
You may also want to try coloring the whole train rather than just the outline, to make it more immediately obvious which ones go where.
I only managed to get 6 points, I think I might not be cut out for the train conducting life :sweat_smile:
And thanks @badcop for playing and streaming! You gave me some valuable insight into how others play the game.
Interestingly you always bug-used the red train to go the upper path^^
The red train is supposed to go also the lower lane :-)
Also I won't include the cmd file generated by Godot next time ^^