Its better to not scale them down because they look different from the rest of the design.
Smaller line may be use for thing in the background and bigger line use for something closer. Its just a mather of coherence.
Woah this is nice material. I'm not so sure of the graphics, but yes the game is very entertaining. The music as a little retro thing to it. This game remind me of the first F-Zero on SNES with the graphics 16 effect. :D
I'm note sure I like the goal but the water effect with gravity is very very cool. To bad you dont want to re-use some part of the water fx code to to something else, but I do understand. :)
May I add that I love your squid design a lot too. Simple and funny !
The crab and fish design look like it have been scale down. Its a detail that most player will perceive.
Ok, I must retract, I've played the game a few more time and its not all that bad.
Randomness with normal passengers seems well balance, but the problem is with the powerup passengers. They can come by anywhere, even not in front of a train. Its a game design choice that hold together, since you dont loose a life if you miss them. But still, they look like passengers and player are expecting them to respond like other passengers.
I think the solution reside in changing the apperance of the powerup and that idea links to the first comment posted here by pixtiz : "the color pills could be more explicit".
You could make the powerups look like luggage cart or anything that can visually distinguish them appart from passengers.
Hope this make things clearer. Again sorry for miss-interpreting game design issue.
Nicelly done. Great snake game! I love both control option, traditionnal keyboard is nice and the mouse mode is very challenging. The only down side to this game, for me, is the "techno" looking menu and game background. I think it could have been better but that does'nt change the fact that this snake game is very fun.
I like the setting with the huge demon walking behind you. Is it possible to kill it to end the level ? Could be fun. The other small ennemis are less interesting for me but I did enjoy a game or two.
Sometime it show that the game design was hastly done and just merge to a few bad script. If this is your first game ever, keep it up, your on the right track. But keep working. ;)
This is not a good game.
The big problem is about the random passengers. Sometime your engin activate 2 or 3 passengers that could never be board and save by the player.
A game must give challenge to player, but challenge they have the power to overcome with the interface you provide. That is why, random stuff like this bring player frustration and quick lack of interest into your game. Sure the game can become harder and faster, but it must be the fault of the player if he fail.
http://kongregate.com/games/Syopic/bridge is a good exemple of a none random game. Take a look at it and try to apply a logical structure to Railroad Rockus. I'm sure your idea could be more succesfull in the end if properlly calibrated.
This is cool stuff. I think its very easy since your not confuse by multiple column of arrows arriving at the same time. I like both the mouse and arrow key mode but I find the all keyboard mode very challenging. Round up, I like it.
Very well made. The multiple game type is a nice thing but something is missing. I'd like to love this game, but there is nothing into else then a great bump engin and cool graphics. I'd like to see more evolution from the little guy.