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Where can I find OST?

https://drive.google.com/file/d/1jVzp5fUaPsNYfWSI6KKtWqsqdJIYpdst/view?usp=sharing

WOW! Thank you!

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Bratan igra prosto topchick tak derzja

 Saw this covered on @ZlimbratskiYT and had to try it for myself.

I've played this for around 17 hours, which is probably above average player engagement. It's longer than I've spent with many games I bought for full price.

There's no way I'm ever beating the lord of 5-5 but I certainly enjoyed trying about three thousand times.

What are your plans for this game?

Thanks, I'm glad you liked the game!

You can enable slow-mo (options/controls/key bindings) to train beating the lord. Hope you'll enjoy episode 6 which is special

What about my plans, the next update will add gamepad support and co-op mode with split screen where the 2nd player controls a friendly turret. I think this will be one of the last updates. I hope someday I'll start making "Railjump 2" with more complex level design, considered plot and lore, variable upgrades, better animation and more content generally, but I need a team for this

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i read a comment that said this game was hard so now i need to beat this on the hardest difficulty

good luck

good game you should see if there is any good advice on what you could add/do with the game because i would defintly buy this

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The new grapple is feeling great

level 4-2 unbalanced and OVER hard on normal. I think this impossible! pleas fix this

Thank you for your comment. I'll think about it, but maybe this video will help you to beat it on normal as it is now. Level 4-2 is at 1:22. Reply please if it helps

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I will say that I agree with the sentiment that 4-2 is far too hard.

I think adding some grapple points to the map so you can get back easier, and move around generally easier would help a lot. But I think a bit more floor to run around on would help too. 

One problem with it is that you can't shoot your weapons while in the air. they either aren't good vs the enemies while jumping around, or launch you far off the level. Then when you're off the level you can't get back on because grappling onto a ghost medusa is probably certain death.

This means you have to play it in a way that is counter intuitive to how the rest of the game has been training you to play.

On top  of that its also really hard still, and swapping between homing rockets and electro ball is important, while also being fairly hard to do at the speed the level demands with ghosts flying at you constantly

And on top of that the map is very small and hard to navigate. there's only two jump pads and they're very important for getting high up. 

I have not finished the game yet, but WOW! I just got to the desert level (had to stop because the extremeness was making my arm hurt) and this game so far is amazing! At the start the weapon variety was kind of bland, there was never really a reason to not use the infinite ammo base shotgun, though once the secondary abilities kicked in the combos went crazy! I still cannot find a use for the automatic weapon, but everything else is so much fun, especially the grapple! Enemies are also a lot of fun to fight against, though I really only have 1 small gripe and its that the maximum look area for the Y axis (well up and down) is capped so I cant look completely down, which feels a bit awkward however other than that, it's an amazing stylistic, almost doomlike shooter! Can't wait to finish the game :D!

Thank you! Reviews like this motivated me not to stop the development in the past

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Played on @paulby's recommendation.

Really fun game!

Main things for me:

  1. I missed the jump pads more than I would like. Maybe make them bigger?
  2. The camera warping made it difficult to look down and was the main thing that discouraged me from staying vertical
  3. dash to go up requiring letting go of the direction keys was a struggle for me; would have preferred a separate button for dashing up (maybe jump again?)
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Thanks for your review

Yes, such problems exist

You can enable double jump in options/gameplay

Just uploaded the version with bigger jump pads

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Just finished. Good game. 
Surprisingly well made and polished for a small indie FPS.

The enemy variety was very clever. the health mechanic was neat and the weapons felt good. and the dash execute was nice too

I've got some feedback around the weapons and a couple of the enemies.

There's a lot here, but its all relatively minor (I just like writing a lot). I had a good time but I think I'd enjoy it more with some of these things tweaked


1. the 1st shotgun with lightning seems like the most effective weapon once you start the lightning to trigger explosions, and is the only one that doesn't require ammo. As such It was the only weapon towards the end of the game. the electric damage could maybe do with a slight nerf, or the other weapons a buff.

The 2nd shotgun is generally worse than the 1st shotgun, I'd give it infinite range, and some extra damage at close range.

JUST TESTED, the first shotgun with lightning deals 55% more damage than the 2nd shotgun, and has infinite ammo.

It would probably be nice it there was an indicator that an enemy has been electrocuted enough to explode. 

2. Ammo. Running out of ammo with the other weapons happens very fast. and there's no obvious feedback its happened so I'd often be surprised that I've ran out and end up trying to shoot with no ammo for a little while.

I'd say all the weapons should have more ammo. And it would be nice to have them auto swap to the next weapon when they're out of ammo (maybe with the option to disable this)

Also while I like that health drops disappear if you're not quick enough, I think the ammo drops should always stick around. and also they could do with being bigger/more obvious. as I didn't realise they existed until almost the end of the game.

3. Weapons switching button overload. There's: 5 weapon buttons; A fire button; An alt fire button, which sometimes you hold to modify the main fire, and sometimes it fires automatically; And also a swap alt fire button, which only two weapons have. (on top of dash, jump, vertical dash). 

Where this is at its hardest is if you want to swap weapons and grapple somewhere. where you may have to press upwards of 4 different buttons and remember which ones do what in a split second. I never managed to wrap my head around it.

I think this could be streamlined though.

Grapple should just be its own button, which disables shooting for the duration of the grapple. I'd also make the stomp at the end automatic instead of a separate button press.

Once you get the mini gun you never use the machine gun, so that can instead replace the primary fire when you get the upgrade.

Now the charged rail gun could be the alt fire for the minigun. And the charged rocket could be the alt fire for the 2nd shotgun. (both should just be instant fire instead of hold and press main fire)

This means the swap alt fire button doesn't need to exist anymore and can be replaced with the grapple button.

4. Vertical movement. was surprisingly difficult. I spent almost the entire time on the ground. I think having the grapple be its own button would help a lot.
but also consider having the jumps and up dash be stronger. and maybe if you hold jump you could fall slower. 

5. The Turret enemies. They're way too hard to damage due to the armor and breaking the armor is super inconsistent. sometimes it will break instantly with the mini gun, sometimes it will not break after using the entire clip of ammo.

The only consistent ways I found were: 4 homing shots from the rocket, which is over half its ammo; the charged railgun which is on a long cooldown; and the 1st shotgun with lightning (part of why its the only weapon I used late game)

6. The ghost enemies. They're just a bit too much. they travel super fast and erratic while being invincible for 80% of the time. often you just have to ignore it and then get hit for a lot of damage and knocked off the map from behind when is moved all the way around you while you couldn't even shoot it. 

Most weapons are pretty much useless against them because they move so fast and often even if you line up a difficult shot they go invincible. so they were another reason to only use the 1st shotgun with lightning. as any other weapon was a waste of ammo.