The Subway: horror within by Bibilega
You’re an ordinary (almost) subway passenger. Your mission is to stay on board as other passengers are arriving and trying to push you outside. You have a set of skills and need to use them wisely to stay inside the wagon as long as possible. When the passengers reach you, they push you closer to the doors.
Your skills are:
Shrink. You become almost flat and passengers can’t push you outside (except the Big Guy and the Lady).
Scream. You scream and all the passengers take several steps back (except the Student and the Granny)
Stink. You stink! All the passengers around you run away and you step all the way back from the doors.
Burst of rage - the ultimate skill. You increase your rage level by getting rid of passengers and also when they push you. When you reach max of your rage level (the skull becomes red), you can use the skill.
Passengers are:
The Big Guy. He pushes you two steps forward and you can’t avoid him by the shrinking.
The Lady. You can’t avoid her by the shrinking.
The Student. He can’t hear you! Scream doesn’t work on him.
The Granny. She also can’t hear your screaming (maybe she just doesn’t care).
The Ordinary man. He doesn’t have any abilities. You can use any skill on him.

Ratings
| Overall | 434th | 3.54⭐ | 103🧑⚖️ |
| Fun | 821th | 2.995⭐ | 104🧑⚖️ |
| Innovation | 372th | 3.396⭐ | 103🧑⚖️ |
| Theme | 164th | 4.01⭐ | 103🧑⚖️ |
| Graphics | 13th | 4.625⭐ | 106🧑⚖️ |
| Humor | 228th | 3.359⭐ | 101🧑⚖️ |
| Mood | 284th | 3.48⭐ | 101🧑⚖️ |
| Given | 54🗳️ | 47🗨️ |
Apart from the graphics I did like the different abilities and everything. Your game is fun. I just gave it a second try and won. Yay. I wouldn't play it again, as the mechanics don't allow for a lot of variations and it would get boring soon. But as it is it's a nice ld game!
It fits the theme pretty well and I like the idea. Wish the gameplay had something else but for a 3 day game this is insane. Congratz on you both!

The final fanfare was unexpected and kinda ruined the mood. But you know, it doesn't really matter. =)
The art is pretty dope and the theme fits perfectly well as does the music.
The explanation was much appreciated though some kind of picture actually before the game started could have worked too.
Great job!
Amazing art. Had a hard time figuring out the proper strategy for the game. Probably just need to play it several more times. I still have no idea what the "X" in the upper right corner does.
Good music/SFX!
I also don't know why, but the guy screaming in the subway made me laugh out loud every time.
I really like this entry, well done!
Urgh... sorry for the spam, my browser went funky for some reason :(
I loved the mood and farting in the car !

If you will add upgrades(some day in the future) - share me a link, I will play for sure.
Our game has a similar take on the jam theme, that's why we were especially interested in your game.
Like the idea too, though the gameplay might be a little too simple
- I couldn't rate for audio (would've liked to rate high if you guys made all audio files yourselves)
- I wouldn't have minded less detailed character sprites if they were animated (even 8 fps would've been plenty)
Looks awesome and plays smoothly.
One minor improvement suggestion would be to slightly change the color of the buttons for the abilities depending on wether they are usable or not. That would make it easier to see at a glance wether you can use them or not. I founs it sometimes difficult to tell based on the percentage loaded.
But overall very well done.
https://youtu.be/vuUp1EYEiuA (The video may be uploading for a little while. If so, check back after a day or so)
The level of the game was really fun! I would totally keep playing if there were more levels with additional challenges.
And i made a game about crowded subway too.Looks like many people are suffering from the crowded subway hah :smile:
the gameplay is very simple, but I didn't see any bug or incoherence, I guess it is a solid show-off! :)
Well done on your entry, it is a beautiful work !
It took a while for me to understand the relation between the skills and the passengers (what's good against what, what they do etc.), but I actually managed to figured-out myself while playing (the only thing I missed what that the big guy pushed you more then the others). That's very good! You can't always rely on a player actually always reading or checking a tutorial, so having a strong visual logic is very important and I think you nailed it with the character designs.
At first I was rather sceptical if there even was any tactical way of playing this, as the passengers seem rather random, but after a while I felt it worked. Seeing who is coming and using the correct cooldown at the right moment to get the best possible result was rather satisfying, and there effect and cooldown was well balanced. The ultimate ability a nice "work-towards" bonus goal as well, with a really nice effect, breaking away from the otherwise rather repetitive action pattern, giving the player a bit of respite. However, the feeling of risk losing because of randomness was a bit high, and something you could keep in mind.
That said, there are a few things i missed. While really good looking, a bit more passive movements could have made everything feel a bit less "static" and more alive. An easy way to do this is to add simple "bobbing-tweens" to otherwise static characters to hint on there movement, instead of just sliding and fading them.
Also, the gameplay is what it is, there really is only one best pattern/choice at any given time, and you cant really develop your own play-style. I would have liked if my ability choices actually was not so rigid and instead have a bit of a progression element in the game. A basic thing would be to have a upgrade-system, so I can improve the stats of the abilities, or even let me unlock new ones (I don't necessarily even have to start with all of them at the get-go). Also having a level-progression could have been nice, where passenger types are introduced over time.
Great job overall! Cheers.
Awesome entry, congrats!
I found it a little odd that the game happens in increments (like the passengers move every 2 seconds or whatever), but that your abilities activated in real time. It made it feel a bit bad to use your abilities a soon as other passengers were in range. You wanted to use it right before they acted, but it was hard to know when exactly that would be. It was also a bit tough to tell when the other passengers were quite close enough to you. Like could I wait for them to move once more before they pushed me or not? I'm not 100% sure how I would suggest fixing those issues. You would click the ability to queue it up, then it would fire when the passengers move next, not immediately. Possibly your abilities would cooldown at the same time as the passengers move. So when they move, the circle icon would fill in one quarter at a time instead of continuously filling in the circle. This wouldn't actually affect the game, if it took 6 seconds for the cooldown before, it still would take 6 seconds, which would be about 3 turns (if turns between passengers move is 2 seconds). That's a lot of text and would be a lot of effort to implement for a probably very small benefit. As for knowing when they will push you out, maybe have the the characters change to a slightly different pushing sprite when they are going to push you next turn?
I did find the different abilities you could use quite interesting. They seem to be fairly well-balanced in my playthrough. I was pretty much using them as soon as they came off cooldown and I would just barely get an ability back just in time to get rid of some passengers and not get pushed out of the train. So the tight cooldowns definitely kept the game pacing up and kept it quite frantic. The ultimate ability was fun to use once I go there. i thought it was pretty funny when I used it. It's also a very nice touch how the ultimate ability changes the train after you use it and how those effects stick around for the end of the game.
I'm pretty sure most of the effects when I used the ultimate ability faded away, but it left some stuff in the background. Stuff like the text graffiti seemed to stay I think.
Oh, the graffity was there from the beginning :)
And I think at something, maybe you run out of time and you know it but maybe a menu when the game start with the same explanations that you give on the page would be good. To understand the game and its goal, and to avoid sudden start of the game.