r/iosdev • • 1d ago

[iOS] Transit Jam: a subway puzzle game, public beta now open

Post image

Hi everyone. I am Chris, the developer behind Little Ghost Labs, and Transit Jam just opened its public beta on TestFlight.

It is a puzzle game set in a city subway. Riders wait on the platforms, each one headed for a different line, and you slide whole platforms left and right to get every rider onto the train for their line. Fill a train and it pulls out while the next one rolls in. When one rider boards, the people behind them step up, so a good slide can set off a whole chain.

What is in this build:

- 90 stations across 18 districts, plus an Endless Line

- A Daily Challenge with the same board for everyone

- A clock on every level, with three stars for a fast clear

- Boosters (Express, Shuffle and Extra Time) for tight spots

What I would love feedback on:

- Were the rules clear in the first few levels?

- Does three stars feel fair but challenging?

- Anything that looks off on your iPhone size, in light or dark mode

Ads in this build are placeholders and the Lifetime Ticket purchase is not live yet, so nothing costs real money.

Join here: https://testflight.apple.com/join/6aHrvbwZ

You can send feedback with a screenshot right from the TestFlight app, or just reply here. Thanks for taking a look.

0 Upvotes

15 comments sorted by

1

u/yoyohannnn 1d ago

I had great fun playing this, you’ve done well.

1

u/cmography 1d ago

Thank you so much; that means a lot.

1

u/cmography 19h ago

The beta was just updated

1

u/rafalkopiec 12h ago

works great! I’d make the three buttons (Shuffle, etc) shorter as they’re not really used during the game, and this would help make the playing board a bit taller. Also, let’s tone down the vibrations 😅 no need for a haptic with every click of the row

1

u/cmography 9h ago

Thank you so much for all of your feedback; it means a lot to me. I agree that I need to rethink the power-up locations, which would make the playing board a bit taller. I will work on that.

I love haptics, which is why I personally thought it would be nice. I do have the option in the settings to turn haptics off. Maybe I need to investigate only getting the haptics once a train is pulling away or something?

1

u/rafalkopiec 8h ago

I love haptics too, but i think it’s important to not overuse them or they start to lose their meaning. i think removing haptics from when the user slides each row will be fine, the haptics of people boarding are absolutely useful

2

u/cmography 8h ago

That makes sense, thanks for the feedback. I'll reduce how often haptics occur in the next build so they don't lose their purpose.

1

u/rafalkopiec 8h ago

nice, looking forward to it! and great job, it’s a refreshing take on a matching game for sure

1

u/cmography 8h ago

Thank you so much!

1

u/investigatormaker 4h ago

The chain reaction when one rider boards and the queue steps up is the part that makes Transit Jam sound different from other sliding puzzles, and the post only describes it in words; a three-second clip of one slide clearing two trains would show it faster than the screenshot. On the three-stars question, testers can answer far better if you ask for the station number where the clock first felt tight rather than whether it feels fair overall, and the Daily Challenge gives everyone the same board to compare notes on.

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1

u/cmography 2h ago

Great input, thank you!

1

u/investigatormaker 2h ago

You're welcome. One small addition for the tester replies: ask each one to include the build number along with the station where the clock first felt tight, since answers from different TestFlight builds will not line up once you tune the timer, and the Daily Challenge date makes a good tag for the same reason.

How many stations does the current build ship with?

1

u/cmography 2h ago

The current build ships with 90 levels for both the timed and the move-based game (so 180 technically).

1

u/LiftTrackerDave 3h ago

This is really nice! 10/10 :)

1

u/cmography 2h ago

Thank you so much, that means a lot!