LANGAGE : EN / FR
KEYBOARD / CLAVIER • MOUSE / SOURIS
LENGTH / DUREE : 10-20 min

EN: in development.
The only objective at the moment is to be able to move the train forward.
• Tutorial / Patchnote in game.
!!! The in-game menu (Escape key) and some options do not work on the browser version !!!

FR: En cours de développement.
Le seul objectif, pour le moment, est de faire avancer le train.
• Tutoriel / Patchnote en jeu.
!!! Le menu en jeu (Touche échap) et certaines options ne fonctionnent pas sur la version navigateur !!!

V0.0.009a - 27/02/23

Un nouveau discord a disposition pour tout développeur francais et indépendant, n'hésitez pas a le rejoindre pour suivre le projet ou tout simplement partager ou faire suivre votre projet :)
Discord des InDevPendant : https://discord.gg/Tg4VAMMbZB



StatusPrototype
PlatformsWindows, HTML5
Rating
Rated 4.5 out of 5 stars
(8 total ratings)
AuthorGorkhs
GenreSimulation, Survival
Made withConstruct
TagsDifficult, Endless, Pixel Art, Point & Click, Roguelite, Singleplayer, Steampunk
Average sessionA few minutes
LanguagesEnglish, French
InputsKeyboard, Mouse

Download

Download
Train Machine 32 bits.zip 115 MB
Download
Train Machine 64 bits.zip 123 MB

Comments

Log in with itch.io to leave a comment.

Where is the drawer mentioned? The one with instructions on how to operate the engine

Hello Ralen0kama,

For the moment there are 4 places including 2 drawers which are quite visible and 2 others which are lockers which are quite difficult to find.

The drawing appears randomly in one of these 4 locations :)

A hint: these 4 places are at the front of the train but I won't say more.

Ok so I found the two drawers and the locker above the hatch lever, but it's not in those, can you please tell me where the last one is? I've searched the entire room with tooltips on

The art is amazing and the consistency between UI, character art, and the train is very well done!

Unfortunately I found the story to be horrible. 

A lot of useless information that doesn't add to ... anything really. It's not even lore.

The AI says he was called X before a colleague of his was called X (this makes little sense?) and then the main character calls the AI "EVA" completely ignoring what the AI said it was called.

Overall  the text is sometimes cringy and pretty infantile, other times it doesn't make much sense what they are talking about. 

What stopped me was that I didn't understand how to start the engine. I don't fancy hidden object puzzle games so I will stop playing very soon if there's something not explained that I need to find out by clicking a lot of possible interactable objects (because with pixel art it's a bit hard to understand what certain items are sometimes).

I hope you continue working on the game! Due to the art, it seems like it could be something amazing, albeit not a genre for me.

Good luck and put it on Steam one day!

(By the way, I would put the credits (art, and c3) in some credit page because it ruins a bit the cool look of the main menu, the icons are very saturated in comparison)

Hello Jeffawk.

Thanks for the feedback :) Sorry if this is not your kind of game.

The story is normal, there is none it is not integrated :)
I had done this quickly to test a system of dialogue bubbles which adapts itself to the size of the text and the automatic positioning of who is speaking. (For more easy to add Traductions)
After not sure, I must admit, that once the scenario is in place the dialogues are of a higher level because it is not at all my strong point haha :D

However, I note the comments and thank you for them.

I'm still starting to worry about the direction I've taken on the gameplay. At worst I could convert to designing assets in pixel art :)

You don't need to be sorry, it's neither of our fault that I don't like puzzle games :D
Good luck with the project, I'm sure plenty of people will love it! (

You could add a Story difficulty mode where interactable items are outlined so people at least know what can be clicked. You can look at Skymen's BetterOutline Effect on the Scirra Store.

(+1)

Nice work, this could be an interesting game, very different. I think it might be better if you go either all mouse and buttons or all keyboard, I got a little confused with the E button for action and H button for tips   but then clicking stuff also did stuff. I managed to load the coal and fire up the engine, couldn't work out what else to do so got frustrated, left the engine room and character got stuck trying to get through the other automatic door grr! I just want to get the train moving dammit! haha keep working on it and post on construct so I can have another go :0)

Thanks for feedback Phonzo :)

E it's for only physical action : climb, sit, ... 
Mouse for interactions with your hand.
H it's for active or deactive little bubble description when your mouse is on a object.

Otherwise yes the game will not please everyone, it will be designed to be very difficult. It's an apprenticeship just like piloting a boeing on Flight simu for the first time :)
I created this game out of passion and it's also a part of me, so obviously I'm not looking for it to be accessible to everyone but rather to players who, like me, are tired of watching video games. where you are constantly assisted or too directed :)

Then I also planned that the computer serve as a gateway to communicate with other players. The goal is also to develop a community based on mutual aid. So I need to sort out the players to keep the game "healthy" :)
There will also be random notes to find on each system in laboratories scattered all over the place (I will not spoil the scenario) which will detail each system.

On the other hand curious this bug of blocking in the door, it never happened to me, if however you can tell me more?

The only bug that remains for the moment is when you enter the turret, sometimes you can't come down. The turret system will change so I didn't look into the problem.

(+1)

un titre très prometteur,,, il faut soutenir le dev pour qu'il finisse ce jeu,,, :)

(2 edits) (+1)

Nice background on itch's platform, like a rusty train-model & I like it's tile's "font" like with gear-icons, etc. same as nice text's font-family & colours at the intro-section (play on fullscreen, optionally use its download-version, etc.)


I adore it manually being translated in french and english, originally spotted it on "feedback"-post but it's archived, so I think adding some opinions sound okay getting texted here too? e.g. generally I could offer translating it into german-language but graphic-games rather lag on my device, viewing it as video on e.g. discord/youtube would get it more smooth.


Cool fading-effect afterwards, HD sand and fog, bit blurriness & like layered bg's (shadow, distances etc.) I'd prefer "Train" with a less fast-speeding shiny reflection (white "line" that appears along its edges) & black fog could be maybe slowed-down, less in identical order/pose and maybe in whote its more wow because irl fod appears rather light than dark?

My char. could even walk sideways that's cool. and I'd think maybe optional keys as up/down, left/right could be cool? & I like that it's a webbrowser-game and it's screenshots/banner's pic look awesome in its aesthetic too.

Hello Crossfire271,


Thank you for all these beautiful things and for your feedback ^^
There is no worry about posting here on the contrary.

Regarding the translation, I have already planned in the code to be able to add translations in the future.
The texts are sort of "stored" in a spreadsheet, which I just need to convert to Excel for example in order to be easily translated by the community.
And conversely, suddenly I will be able to integrate a new language in a few minutes, even the dialogue bubbles adapt to the length of the texts.
For the moment the current dialogues do not represent the end, it was to put it all in place and test.
Campaign mode will have a totally different start.

Thank you for your feedback on the title, After your suggestion, i passed it from a speed of 20 to 17, below we can see too much that I did this by hand and it does not make it pretty ^^
On the other hand, I do not really see what fog you are talking about?
The one in the train chimney?
If it's the wind effect on the title page, you should know that I did it quickly with an image being close to what I wanted, it's temporary ^^ I will do it entirely by hand in pixel-art: P

The directional keys are planned, the AZERTY and QWERTY mode being important I added it immediately, but a CUSTOM option of the keyboard will arrive soon.
If I haven't done it before, it's just that configuring the arrow keys could pose (for me) a problem of comfort in the gameplay since we need the mouse and other keyboard shortcuts ^^

I hope I have answered everything ^^
Regards,
Vorkhs

That 'fog' was still at the main-screen & actually breeze of air passing by from right to left. Cool, I guess we're thinking of the same (which you plan to re-draw by hand later)?

Maybe I'm bit too detailed, because it's just a fragment of your game, anyway custom-keys sound cool too (hoping they'd work, not referring to double-features like fading in/out the same subtextline, inventory, etc.? I had that issue if copypasting and IDs being identical)


I mean, the arrows are right just 4 directions, maybe hitting space for progressing or interacting, jumping ...just if a player likes to go in those directions / heading straight, that qwrty/azerty will work anyway, was at least my thoughts of 'using additional keys'.

(1 edit) (+1)

I see yes, this fog is quick too ^^
Basically, the title "TRaiN Machine" and the option menu (except addition) will not change, they are final.
All that is going to be redone by hand is all the rear decorations, the image of the train in black, the desert.
The background is a royalty-free image:
https://pixabay.com/fr/photos/d%C3%A9sert-sable-dunes-de-sable-sahara-1840453/ )
It will go in the trash to be redone in pixel art, including the animations of the plants under the effect of the wind and even the character in the foreground on one side (To see). For "music" it's the same because the wind effect is too strong compared to the speed of the wind effect ^^

In fact the problem with the keys is that it will be possible to run, so SHIFT + Direction, TAB for personal inventory, E for actions, 1-5 for ammunition choices, A for certain actions with a certain "drone" (To be crafted after finding the plan), R to reload his weapon, and surely other actions depending on the additions ^^
After if I add a custom key, everyone is free haha
But indeed, not everyone is comfortable with QWERTY, maybe see for a controller configuration, a stick for movement, the other to direct the mouse, ... to study ^^