So after not doing much on Saturday until the evening, where I trialed out Claude for the first time, outside of work. I had directed it at an old project of mine a python notebook that solved shunting puzzles. Over Saturday I worked through improving the decision tree and the heuristic, at the end of it got a visualizer mocked up. Anyway quite aside from that assistance since it was building from a existing prototype I think it's only fair it goes in the Jam and not the Compo.
Come Sunday I was filled with determination to keep going and convert the mockup into a game. Steam engines are old tech for sure. And wow what a Sunday it has been, it's quite odd being hands off code, not pleasant I'd say and I would like it even less if I had less experience with software.
Levels were made pretty quickly, from discussion around how to ensure every puzzle is solvable the solution was to start from the end state and work backwards shuffling the board. The solver (weighted A* gives a good prediction of moves required which means it's easy to tweak the difficulty). Aside from the campaign, added a free-play option with level codes that can be shared. There is also a demo mode for the lazy who just want to watch the loco do it's work.
I added localization because railway/railroad terms vary a lot between the UK and US.
I also added a newspaper storyline of the whole rail-mania background, some things do not change eh! I wrote the articles, however I can't say I wrote all the text for the UI. I was hoping to do more but Claude had a habit of doing a little extra here and there, so I cannot say there is a clean line between code and text.
Sound effects were interesting, I grabbed open licensed samples from online. Claude despite being blind and deaf seems quite capable of slicing up audio. Another example was the early track was not parallel. It needed a fair bit of hand holding. So for the newspapers I asked for a dev mode where I could preview all the pages and likewise a dev soundbank where I could play all the sounds and variations (Ctrl+Shift+D).
For game feel, I had asked for steam effects, a little spring effect as the wagons are jolted (that needed a few iterations to get right) and even managed to swap straight lines for some curved rails at the junctions.
My overall thoughts are a bit mixed, unlike previous entries this game doesn't quite feel mine in the same way, I'm sure any director or designer must have similar thoughts? The polish is better and it is more scoped out. At the same time the constant chats and discussion meant I didn't have to time to go off and make the art or the music I wanted to, in theory I've another 24 hours for the Jam but I personally don't.

a newspaper clip from the storyline:

My entry is here: https://ldjam.com/events/ludum-dare/60/$435631