In my opinion, the placement mechanism for placing a bumper at the end of a straight, and straight leading to nothing, should be swapped.
This is my new favourite one of these.
you can use ctrl + q and ctrl + e to skip forward and backwards through the levels, but solutions aren't saved so if you want to keep one you'll just have to memorize it or take a screenshot
with this configuration the train on the left is able to phase through the block; i think its a combination of physics order and collision checks ?
another few bugs ive found are 2 curving rails on the same tile render as a straight and a curve and trains not looking where they going at the start, the latter of which can also be seen in this
here is a list of my lowest tracks score for every level. scores marked with an asterisk require straight-turn pieces and their unique behavior (which i view as legitimate, cool tech if not a little quirky). some of the solutions are theoretically possible, meaning the solutions would be legitimate if not for the pieces being impossible to place in game (you can't create a turn facing the edge of the screen, for example, which seems more like an oversight than an intentional decision)
edit: it is no longer possible to destroy carriages on misaligned tracks, so level 19 requires more tracks
found a (potentially) (theoretically) optimal solution that is impossible to do in game because you cannot create turns that lead off of the screen. the impossible rail has been masterfully edited onto this image in red
for the last level is there an elegant solution? i made rail spaghetti
also some feedback: placing rails were really difficult because of the dragging behavior. keybinds to specific rails might have been better with how detailed the later levels get
Without the cursed turn-straight rails, this is as clean and minimal as I could get (15 rails that aren't straight, while @woahbust above got 14 but used turn-straight rails)
There are a lot of oddities mostly had to do with the coding of the game of how the tracks work, and I could say most of the time covemonty just follows the curves.... Or dead ends in specific set-ups, that sometimes it treats it like a curve. Train carts as well also had oddities.
Yeah, I tried to account for all cases where the track is whole and has no sudden breaks, but clearly left in a bunch of cornercases when that doesn't hold. I might look at them later.
i think the "jank" straight-turns adds a lot of character and makes solving for minimum rails really interesting, please don't patch it out!
the only thing i wouldn't mind being changed is that carriages crash whenever they go over straight rails perpendicular to their facing direction, don't know whether that's intentional but it allows for cheese in 2 of the carriage levels
oh, and you can't form turns that would go off the edge of the screen because your cursor isn't detected out there, which might actually be useful!
Well its hard to say, until others will say so, but the only one so far that felt unnecessary was like the second to the last level, (last level being the 3 stacks of hard blocks), where you can just destroy the second train carts first then you can just solve it as is, and could also be an earlier level imo.
this is a winning solution. i assume the intended solution involves intentionally crashing at least one of the cars with the block, but it's much easier to just lose all of them at the start by making them cross a perpendicular track.
This might be unreasonably difficult now, if I'm understanding correctly? The level with the two five-section trains feels like I haven't had a key mechanic or two tutorialized. In particular, it looks like I'm supposed to be able to crash a car with the block, but the trains are remarkably resistant to crashing.
I would expect this setup to crash at least one car of the right-hand train, and thus win me the level, but it doesn't:
Also oh yeah, upon replaying again, the 4 multipush block and the 3 multipush block one. I think you can remove the 4 block level as it does have the same goal/puzzle, or you can expand/rework the 4 block one and make it a later level.
There's a level with 4 multipush blocks and 3 targets; I had no idea what the 4th block was meant to be for. The later level that's the exact same but with the 4th block removed had the exact same solution.
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In my opinion, the placement mechanism for placing a bumper at the end of a straight, and straight leading to nothing, should be swapped. This is my new favourite one of these.
unfortunately too dumb to figure out how train cars work,
I KNEW BLOWING UP TRAINS ON TOP OF BUTTONS WAS GOING TO COME UP
Cute and addictive. Is there any way to save my progress?
you can use ctrl + q and ctrl + e to skip forward and backwards through the levels, but solutions aren't saved so if you want to keep one you'll just have to memorize it or take a screenshot
Thank you!
Your creativity needs to be put on a leash.
Spam/scam link, downvote and report them
ooooooooh...
this is actually really fun. i would purchase a more fleshed out version.
I don't like mouse games.
but this one's not the worst at least.
got bored and decided to make symmetrical solutions to some of the levels, i think they look satisfying
spoilers below (again)
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Cool!
niceeee
Hooray! A Hempuli block pusher that doesn't make me feel like an idiot! Rejoice!!
Great game, tablet support?
Railmount 🏁🚂
spoilers
with this configuration the train on the left is able to phase through the block; i think its a combination of physics order and collision checks ?
another few bugs ive found are 2 curving rails on the same tile render as a straight and a curve and trains not looking where they going at the start, the latter of which can also be seen in this
You're talking nonsense.
here is a list of my lowest tracks score for every level. scores marked with an asterisk require straight-turn pieces and their unique behavior (which i view as legitimate, cool tech if not a little quirky). some of the solutions are theoretically possible, meaning the solutions would be legitimate if not for the pieces being impossible to place in game (you can't create a turn facing the edge of the screen, for example, which seems more like an oversight than an intentional decision)
edit: it is no longer possible to destroy carriages on misaligned tracks, so level 19 requires more tracks
1 - 1
2 - 7
3 - 2
4 - 4
5 - 7
6 - 1
7 - 9
8 - 8
9 - 8
10 - 6
11 - 12
12 - 14
13 - 8*
14 - 10
15 - 12* (theoretically)
16 - 12* (theoretically 12)
17 - 7
18 - 14*
19 - 26* (theoretically)
20 - 13*
spoilers below
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found a (potentially) (theoretically) optimal solution that is impossible to do in game because you cannot create turns that lead off of the screen. the impossible rail has been masterfully edited onto this image in red
super fun and interesting! i'd play a full game of this
here are a couple interesting solutions i found for some of the levels
SPOILERS BELOW!
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i found a way to end with the button permanently pressed on this one by killing a train against the box
here are some minimal solutions (found better solution, check reply)
found a more optimal level 20 with a slightly different strategy inspired by @DokterKai's solution below
for the last level is there an elegant solution? i made rail spaghetti
also some feedback: placing rails were really difficult because of the dragging behavior. keybinds to specific rails might have been better with how detailed the later levels get
Without the cursed turn-straight rails, this is as clean and minimal as I could get (15 rails that aren't straight, while @woahbust above got 14 but used turn-straight rails)
This is a strange structure. When entering the intersection from south, it will turn left instead of going straight ahead.

There are a lot of oddities mostly had to do with the coding of the game of how the tracks work, and I could say most of the time covemonty just follows the curves.... Or dead ends in specific set-ups, that sometimes it treats it like a curve. Train carts as well also had oddities.
Yeah, I tried to account for all cases where the track is whole and has no sudden breaks, but clearly left in a bunch of cornercases when that doesn't hold. I might look at them later.
i think the "jank" straight-turns adds a lot of character and makes solving for minimum rails really interesting, please don't patch it out!
the only thing i wouldn't mind being changed is that carriages crash whenever they go over straight rails perpendicular to their facing direction, don't know whether that's intentional but it allows for cheese in 2 of the carriage levels
oh, and you can't form turns that would go off the edge of the screen because your cursor isn't detected out there, which might actually be useful!
Yeah, fixing that cart-crashing setup is probably a good idea. I'll also see what I can do about the turns. Thanks for the feedback!
Oh huh, that's really odd! Interesting.
“This game DO impress me much” - Shania Train
I think you're really cooking with this one.
amazing sokoban + train mechanism
nice
Well, I will say this game has open ended solutions.
If there are levels were you completely ignore some elements, do tell! I don't mind open-endedness but I'd prefer not having unnecessary elements.
Well its hard to say, until others will say so, but the only one so far that felt unnecessary was like the second to the last level, (last level being the 3 stacks of hard blocks), where you can just destroy the second train carts first then you can just solve it as is, and could also be an earlier level imo.
Adjusted this level a bunch; thanks a lot for the feedback!
still appears to be cheese in this level.
great game! had a lot of fun.
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SPOILER
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this is a winning solution. i assume the intended solution involves intentionally crashing at least one of the cars with the block, but it's much easier to just lose all of them at the start by making them cross a perpendicular track.
This is not a solution, this is stupid.
even more egregious abuse of the same cheese in the 4th last level lets you outright ignore the shorter of the two trains.
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SPOILER
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just put a perpendicular track across the button and head directly to the goal.
This might be unreasonably difficult now, if I'm understanding correctly? The level with the two five-section trains feels like I haven't had a key mechanic or two tutorialized. In particular, it looks like I'm supposed to be able to crash a car with the block, but the trains are remarkably resistant to crashing.
I would expect this setup to crash at least one car of the right-hand train, and thus win me the level, but it doesn't:
(rot13) Lbh pna whfg fvzcyl unir n fgenl bcra raqrq genpx (yrg'f fnl vs lbh'er tbvat iregvpny, cynpr na bcra raqrq ubevmbagny) gb vafgnagyl penfu gur genva pnegf, nf pbirzbagl vtaberf gung. V guvax vg vf fvzcyl n oht va gur zrpunavp gung zvtug gnxr n juvyr gb svk naq zvtug rira arrq n arj yriry gb vagebqhpr fbzrguvat lbh pna qb gb gur pnegf. V guvax lbh jrer zrnag gb or noyr gb frcnengr gurz sebz jung vg ybbxf yvxr ohg gur pnegf whfg vafgnagyl penfu hcba cynpvat bcra raqrq fgenl genpxf.
Also oh yeah, upon replaying again, the 4 multipush block and the 3 multipush block one. I think you can remove the 4 block level as it does have the same goal/puzzle, or you can expand/rework the 4 block one and make it a later level.
For lv references: LV. 11 & 15
There's a level with 4 multipush blocks and 3 targets; I had no idea what the 4th block was meant to be for. The later level that's the exact same but with the 4th block removed had the exact same solution.
Feel like this have a lot of cheese potential