Regular Railway by Istaera
Welcome to Regular Railway Transport! A new milestone in motive reliability, we promise you a train every ten seconds.
Every Ten Seconds.
NO MATTER WHAT.

Windows Download (Post Jam)
But in order to meet this unrealistic standard of performance, we desperately need your help. We've poured all of our capital - literally all of it - no, you can't see our cash flow projections - into train production, and...might have forgotten to allocate anything to track layout, routing design, and other such malarkey.
Fortunately, you have answered our call to arms! You will start at the competitive rate of - um - free. There's no money left. We can't afford to pay you. Um, how do stock options sound?

The fire isn't supposed to be there. I know our advertisements present it as a stylised metaphor for speed, but this is actually happening. The trains are on fire. This is why we hired you. Please make it stop.
Please.



CONTROLS
Left click to: - place track - remove track using crowbar - buy item from the shop
Right click to rotate currently held item (can also be done with R or Space).
Hotkeys: - 1, 2, 3 and 4 to buy item from shop - E to refresh the shop - Ctrl+R to restart the current level - Ctrl+N for next level - Ctrl+P for previous level
Tips: - fire is bad - a more complex track can be placed on an existing track to extend it; for example, a curved track can be supplanted by a curved/straight junction track - the distorted piano stings in the soundtrack correspond to train spawn times, if you don't have time to keep an eye on the portal - please make the fire go away - please
| Link | https://github.com/NeptunianAxolotl/LD51/releases/download/Jam1.1/Regular.Railway-win32.zip |
| .love (Linux/MacOS with LOVE install) | https://github.com/NeptunianAxolotl/LD51/releases/download/Jam1.1/Regular.Railway.love.zip |
| Release and Source | https://github.com/NeptunianAxolotl/LD51/releases/tag/Jam1.1 |
| Post-Jam (new features) | https://github.com/NeptunianAxolotl/LD51/releases/tag/PostJam4 |
| Original URL | https://ldjam.com/events/ludum-dare/51/regular-railway |
Ratings
| Overall | 222th | 3.87⭐ | 29🧑⚖️ |
| Fun | 115th | 4⭐ | 29🧑⚖️ |
| Innovation | 309th | 3.63⭐ | 29🧑⚖️ |
| Theme | 304th | 3.944⭐ | 29🧑⚖️ |
| Graphics | 773th | 3.333⭐ | 29🧑⚖️ |
| Audio | 488th | 3.315⭐ | 29🧑⚖️ |
| Humor | 386th | 3.205⭐ | 24🧑⚖️ |
| Mood | 548th | 3.48⭐ | 27🧑⚖️ |
| Given | 46🗳️ | 32🗨️ |
Maybe having a slightly larger selection of tracks to select from would have tweaked that difficulty slightly. Or you could provide a "set" per level and leave out the randomness.
The music helped set the mood really nicely.
This is a very strong game jam entry. I enjoyed it a lot.
One other thing, it was great to see instructions for Mac users - I feel loved!
I make a screenshot of the layout and draw a smart scheme later in the graphic editor.
Making proper loops gives satisfaction. So far this is the longest play, throughout the whole game jam. Very deep and interesting challenge.
My brain is happy.
One criticism I have is that the track placement was a little unforgiving. Since you couldn't delete rails that had trains on them, if you made a mistake at the front of your line and wait long enough for a train to reach up to it, it becomes impossible to amend. This made the levels very easy to just straight up lose, demanding a restart, and since some of them were quite long this became really frustrating.
This is just me being picky though. Overall this is a great achievement for you guys and could easily be developed into a full game. I'd love to do the art please! :DD
The possibility of giving the player more breathing room at the start of levels came up, but we also really liked having the beat of the music line up with train spawns. This complicated things so we weren't able to find a good solution in time. Not spawning trains unless the first piece is placed (suggested by @patomkin) works really well, so the new version has it.
@triangletriangle and @chao we often have a problem with steep learning curves, or with mechanics that are a bit hard to get used to. I like to see progression in games but it is hard to remember that the whole game is new to someone seeing it for the first time. Level makers also seem to find challenging levels more interesting create. If we had more playtesters it could be worth only bringing some in on the last evening. Anyway, to cement the lesson I've made the first few levels a bit easier and added an extra early level to smooth out the curve.
Trying to make more forgiving placement was an interesting problem. We were aware of the annoyance of suddenly routing a line into the forest but lacked simple solutions. Trains can't be destroyed as that would undermine the challenge of the game. Junctions seem to be the worst offenders, so I have modified junctions to let trains reverse and change track if blocked. It would be interesting to put the modified game in front of people to see if this is a good enough solution.
@nardandas trains being on fire isn't an automatic loss. I've seen a lot of victories with trains on fire in some corner of the map. So I wouldn't want fire to cause a loss directly. However, fire is a clear loss if it blocks a town that still needs resources. So this now causes a loss, and sets the town on fire for good measure.
People kept making levels after the jam was over, just for fun, so I added a full level editor and custom level loader. I was also curious about how to save and load external levels in Love as I hadn't done it before. The result looks a bit too much like Dwarf Fortress for my liking, but it works.

The jam version of the game has a rudimentary level editor that consists of changing a global constant and copying formatted tables out of the console. This led to more levels than I was expecting in the last few hours (even a basic level editor is really useful). I considered making a custom level system at the time (just loading, not editing and saving) to distribute to playtesters, as some were relying on manual builds which was slowing things down. I couldn't find an immediate way to do it though, so dropped it. Now that I have a level loading system it should help with future games.
Can't notice what to do when fire start except restart the level.
Maybe a visual indicator of the 10 seconds would have been great. ( a "spinner" on the portal )
The gameplay feels solid, but at first I did not realy know what to do with the trains that delivered their goods. Then they combusted into flames and I got a prompt that all deliveries have been made and that I won. So that is.. surprising haha, was that intended?
The refresh button felt a bit cheap though. What is the point of a shop with a selection of tracks, when you can just click the refreshbutton?
The main things that I think could be improved (and they are minor) are that it wasn't immediately obvious that the tutorial didn't have a new train spawning every 10 seconds to I was trying to speedily read the text and build before I lost, and there is a small hitch when the music reaches the end and loops (I was playing v1.1).
Other than that I can really fault it, so well done!
Rolling a shop with not enough crowbars or too many can be a little frustrating. One nice change might be allowing the player to always have access to the crowbar on a cooldown.
Altogether great game!
https://www.youtube.com/watch?v=fqMqTx120ho