De-Railed by OccultOne
De-Railed is a narative-driven 2D platformer in which you play an engineer of a train gathering wayward souls to the last bastion of humanity in a postapocalyptic America. With a limited number of supplies, you can't take everything with you. Sacrifices must be made.
NEWS
- Post Mortems and other news coming soon.
- We're working on getting the game to be compatible with as many computers and operating systems as possible.

Post-Mortems and Posts
About Us:
DE RAILED is from 3/4ths of the team that brought you ATLANTIS (LD38), Off The Hook (LD41), and DETRITUS (LD42). We're excited to return again for our fourth completed game!
Social Media
Company Twitter: https://twitter.com/OccultSoftworks
Nick's Twitter: https://twitter.com/OccultGameDev
- Mel's Twitter: https://twitter.com/FiresongBard
SCREENSHOTS AND GIFS
https://www.youtube.com/watch?v=lA9RQDJLjyg
| HTML5 (web) | https://occultsoftworks.itch.io/de-railed |
| Original URL | https://ldjam.com/events/ludum-dare/43/de-railed |
Ratings
| Overall | 179th | 3.833⭐ | 20🧑⚖️ |
| Fun | 556th | 3.211⭐ | 21🧑⚖️ |
| Innovation | 455th | 3.222⭐ | 20🧑⚖️ |
| Theme | 515th | 3.472⭐ | 20🧑⚖️ |
| Graphics | 126th | 4.263⭐ | 21🧑⚖️ |
| Audio | 141th | 3.778⭐ | 20🧑⚖️ |
| Mood | 19th | 4.342⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 7🗨️ |
I got the Selfish and Confusing endings (as well as breaking the game by destroying ALL the cars). Are there other endings to find?
@ring : Thanks! It's good to hear that you found the platforming pleasing. Yeah, I did my best to signpost that as best I could, I was worried there wasn't enough info and it sounds like there wasn't.
@fede : Thanks!
@atmospherium : Mood and atmosphere, gotta play to our strengths! I spent about 6 hours doing repeated playtests, unit measurements, etc on the Levels so I'm glad they worked so well. Very excited combat sold the character, very early on when I was working on the design, I decided to build the combat system around animation commitment (in before someone says the words "Dark Souls"), and designed the ranged system around a clunky, inaccurate interface.
Mel did such a great job with the song at the end, it's good to hear someone made it that far!
There's 4 Win endings and 1 Loss ending. Wait, did you also destroy the train engine?
* The game looks fantastic. Music and sound design set the mood pretty well. Gameplay loop is simple to understand and effective. The only odd thing that comes to mind was the player character wearing a seeveless shirt while walking around a seemingly freezing cold. (But it's barely a complaint.)
* It took me a bit to realize what the purpose of being able to explore this massive train with no seeming way to interact with anything besides the decoupling. Revealing that purpose through gameplay alone and with no warning at the start was a really good decision.
* The game could benefit from some control instructions. I don't know if it was just me, but it took me a bit to realize "up" was used for interacting. Or that one could descend from an upper platform on the train by jumping downwards (I genuinely thought I was stuck for a moment). Beyond that, the game is self-explanitory enough.
* It would have been good to be able to control the rotation of the gun. I found myself having to deal with the issue of enemies spawning on slopes, making it impossible to get a shot in.
* The camera does pose a bit of an issue during platforming outside. Because the main character jumps so high up, and the camera follows, it's generally really hard properly land on the adjacent platform -- simply because it's completely out of view until the moment you land.
Overall, through, what complains I have feel pretty minor. Really great work!
@dwam : Fantastic Feedback, thanks! Mel and I noticed the sleeveless shirt thing pretty late and elected not to say anything. Aubrey, our Artist, is from Hawaii...
Phew, I'm glad. We have some visibility issues with the Exclamation marks, but we wanted to force the player to run around so it sounds like it did it's job.
Yeah, I meant to have more of a tutorial, or at least, something in the pause menu. But as you can see, we didn't get around to even getting the pause menu up. Next time...
Ah, so that was intentional. However, the enemy placement and behaviour suffered due to the AI being... rushed... They're supposed to notice you from further off and position themselves in a better location for shooting before they charge.
I really just need to knuckle down and re-code that camera...
Thanks for the Feedback!
At some point, I just started jumping over enemies rather than deal with them :P Not sure if maybe I should have dealt with them more (perhaps some of them yield more part?).
Of course, I got the Selfish ending :up:
Stopping off points were a bit long to traverse -- I'm guessing there was intended to be more to do at them and fill them out with more content. Would love to see the game worked on some more, solid concept!
Music was fantastic! Likewise with the art, hands down this one has set the best Mood of the games I've played.
@atmospherium Thank you so much! The Engineer is probably one of the most fun characters that I ever designed/animated for.
@dwam ^^; Yeah that was my bad about the sleeveless thing. Originally, I imagined a lot of the gameplay taking place on the train. When the game evolved, my concept did not. Partially due to lack of time, and partially with me getting attached to the current look of the character. If I were to revisit the game I would like to incorperate an interactable prop that would hold cold-weather gear the character could change into.
[Z][C] were the ones you missed I think. We used the Arrow Keys + [C][Z] control scheme which is pretty common for the kind of indie platformers I play. My fault, I'll have to fix that next time. Very glad you found the feel of the game pleasing!
@pogo : I looked up The Final Station just now, yeah that's pretty close! I'll have to pick that up! Yeah I think if I'd spent more time with the AI and done more content generation it would have been better. Glad it was overall positive!
I was almost at the end but I encountered a bug where I did not enter the train on the level with the larger monster. I kept trying to enter the train but eventually jumped really high instead... I then moved to the far left by choice to see if anything was up on the ledge and fell out of the level, where I was able to pan the camera back and forth over the level. I assume I was falling infinitely below the game screen. I was using a controller when this happened.
I noticed that the sound effect for hitting the ground got louder than they are supposed to be.
When jumping in the train it starts out at the perfect volume, but after playing the first outside level and coming back into the train it's too loud.
I also feel like the enemies should start out facing left. Most of them are just facing a wall and can be ignored.
I played it again with mouse and keyboard and was able to make it to the end :smile:
I won't say much else right now about the game, because I got stuck on some level and wanted to ask, if it was a bug or if I just didn't find what I had to do. Situation: I went outside two times for engine parts. Then I had to decouple a wagon for more parts. After this some engines got broken (I saw it but couldn't do anything, or could I?) and the train stops, but there is a storm outside, so you can't go outside. And then I tried to interact with whatever was there, but I couldn't find anything to do. As I read thorugh some of the comments, I am pretty sure, that this was not an intended ending and there was more to explore. So did I do something wrong? Did some event just not trigger?
@ente : Hmmm. If I had to guess, I think what happened was the game probably loaded outside twice, and when you re-entered it triggered multiple events at once, leading to an unrecoverable game state. Nasty sequencing bug, I've added it to my list, thanks!
- Resolution is quite large for a web game! Not all of us have 1080p monitors, please think of us plebians who are running at 1440x900, or 1280x1024!
- Controls and mechanics were a bit unintuitive -- should you maybe at least list your games' controls in the game description so that people aren't stuck at their keyboards hitting every key like I did?
- Felt weird that I could shoot/attack with keyboard if I wanted to, but only interact with the confirm dialogs with the mouse. Maybe add a keybind for that?
- The enemies had a cool visual design; unfortunately it was quite trivial to jump right over them while running at full speed, so I only ever interacted with one or two of them before I decided it would be faster to just skip them altogether. I can't really speak to whether you achieved your dark souls-like feel or not since I didn't really participate in combat.
- The large "boss" at the end was a cool idea, but unfortunately I was able to cheese it quite easily by coming from the upper route and simply staying on its right side and attacking -- it was never able to hit me.
- The platforming sections were...alright. Because of the visual scale and camera zoom, the actual platforming jumps involve =several= blind jumps where you can't see the platform you need to land on. I managed this fine since my reactions are quite good, but I can imagine this being quite frustrating in the later levels.
- Backtracking all the way back to the train after finding parts got really old, really fast, and got progressively worse as the levels got longer =(
- The platforming physics were a bit odd, especially the acceleration which seems to be stepped instead of using a smooth curve. It didn't really cause me any issues, just felt odd that you start moving slowly and then suddenly speed up very quickly.
- The snow landing noise was a nice touch, but why only a landing-from-jumping sound and no footprint sound? It felt like 75% of the game was either spent running to the right or the left, so some nice footstep sounds would have at least broke the monotony a little bit. (I do understand that nice footstep sounds are hard to find and vary, though)
- This is more minor, but the very bright upper portion of the background was a bit much, especially against the snowy tops of the platforms.
+ The snow particle effects really added a lot to the visual look and feel of the game.
+ The parallax scrolling of background layers was also much appreciated.
+ The vocal track at the end of the game was quite a pleasant surprise! That together with the main level music definitely set a sort of somber tone for the game, which I'm assuming was intentional. Quite effective.
+ I think overall the snow terrain combined with the somber feel was one of the strong points of the game, which is a good thing since there was so much mindlessly running through the snow with nothing else to think about!
Thanks for writing up a post-mortem! Always nice to see people's process and lessons learned.
If I was designing the game like this I would have made the following:
- You have a limited time you can spend outside the train. When the time is up - you are returned to the train automaticlly.
- If you didn't return in time or didn't collect enough spares, you have to wait a day, spending 1 unit of fuel to keep the train warm while standing. Or you can scrap a cart to get an extra spare, and move on.
- Fuel is limited. Maybe extra fuel can be found in the countryside. And you see how many more moves you have to make, so your choice of sacrificing a cart, or fuel for one more go to the countryside is more informed.
- Early levels might actually let you collect extra spares, if you explore them fully. Middle levels have exactly the number of spares, but you have to explore them fully which is increasingly harder to do considering the freezing timer.
- Final level(s) have less spares than needed, so unless you took extra effort to get an extra spare in early game, and didn't waste it in midlevels, you would be forced to sacrifice a cart. And maybe force to sacrifice 1 cart anyway...
There were also a couple technical hiccups that made the game worse than it should have been. First (and more obvious) - for some reason background music stopped when the landing "Thump" sound is played. Which happens quite often.
And secondly - camera. It is always lagging behind the character, which means that you often don't see the platform you need to jump to. And screwing up 10th leap of faith in a row and having to start the whole series is bad enough. Even if you don't land on 4 mobs who shred you to pieces... Oh, and after I got killed, and restarted the game (from the very beginning, which also was kind of bad...) I had a bug that didn't let me to interact with anything.