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Snacky Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #23 | 4.143 | 4.143 |
Roguelikeness | #59 | 3.714 | 3.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike or a roguelite?
Yes
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Comments
Cute game.
I confirm it is nice to know which entities are weak, since Bretzel > Chips > Fries is much less logical (to me, at least) than Paper > Rock > Cissors.
I haven’t really felt like I was making impactful choices. It is a very tactical game and there is often only one good solution. It is nice to understand how to be good, but after that, I found the execution very automatic and arbitrary.
That said, I can see the you put love in the game :) The graphics, sounds and music are great.
Thank you for your in depth feedback! I just made up an order and the food had to fit the setting, so I'm glad the UI helped with this randomness a bit.
I've added potions to change your form, teleports to save steps on the floors and a floor skip for gold in an upcoming update, to give the player more options how to solve a room. I'm hoping this takes away some of the "just execute the right thing" feeling that you mentioned, which is a valid point.
Looking forward to try Matchkromia and it's puzzle elements!
Great game, done with great care.
It is satisfying to get to the right spot in the right shape and successfully perform a combo.
After update note: It is much better with vulnerable entities flashing!
Thanks for checking out Snacky Tower. The game is close to my heart and we might do a full release even!
Glad you liked the new UI addition - thank you for your feedback on this as well. Time to visit Lirael's Library this evening!
Very well made game! The overall level of polish is amazing. Nice pixel graphics, beautiful music, and well made sound effects. The gameplay is no slouch either. It really forces you to think about your steps to minimise moves and have the best chance of surviving. I lost the first time but won on my second attempt when I realised that you don't lose moves after all the enemies are defeated.
I guess one complaint is the logic of what beats what feels arbitrary. It would've been nice to have clear arrows in the UI instead of the ambiguous lightning bolts.
Congratulations on breaking Salt Lord's curse and thanks for playing!
I wish I would have stuck to classic RPS graphics, but the snack setting was so intriguing. The UI has been improved a bit (showing what beats what), but I'll try to make the directions clearer! Thanks for taking the time to leave some feedback.
LOL this game is pretty great! Seemingly simple concept led to pretty interesting gameplay! Loved it!
Glad to hear you enjoyed Snacky Tower! I liked Gorlf a lot, too.
Great game! The overall polish, animations and player feedback kept me coming back for more. Even so I only ever made it to the second last room just before the boss.
It took me a couple of goes to realize the rock paper scissor mechanic so I think some kind of tutorial would be a good addition. Like someone else mentioned, I also forgot what beats what a couple of times leading to wasted turns.
A very polished and fun little game!
Thanks for trying out Snacky Tower! With the recent update I added a GUI element that shows your upcoming form and what beats what. Glad you enjoyed your time with my game.
I loved this game, it's so adorable and once you find the groove it's very easy to pick up. I've never needed to find a coffee so badly in my life though ;)
I had a little trouble remembering the combat triangle. Something about chips and fries are just so similar to me that I was always mixing them up. Maybe if there was a graphic on the HUD that showed the relationships it might have been easier to plan.
I did get confused when fighting the boss - I couldn't tell that only one crystal was vulnerable at a time. In hindsight it made sense that the flashing one was vulnerable - after all that's how I could tell all game that something was vulnerable - but I think when I saw the crystal flashing I just thought that's how crystals were, y'know?
Thanks for your in depth feedback and for playing the game. Glad you enjoyed it!
A new HUD element is already in place and the update is coming soon. Good point regarding the crystals, I'll change the effect to make it more clear. Time to check out Chthonic Corridors!
This was awesome, lovely animations and polish . Thought it was easy until I ran out of moves on the boss xD It might be nice if it had more frequent feedback on how you're doing steps-wise (maybe doors that only allow you to pass with a certain steps count?) but it's also great as is. Rated 5 and 5.
Thank you for your feedback! I'll think about a way to introduce the step counter/steps left more prominently. Maybe a message once you clear a room "X steps left". Glad you enjoyed the game and thanks for your kind rating.
I love the game. It was fun, played it three times, getting close to the top room, but not enough steps :-(
The visuals are neat, fitting, and fitting music.
Very cool mechanics idea!!! It was fun moving around and trying to make the enemies blink. Blink is essential, just with pretzels/fries/ ... what was the third, ... I don't remember, getting old. Whatever, the blinking is important, as you see I did not remember the order and what beats what. And same here, as mentioned below, I would have preferred NOT to move onto a beaten enemy but stand still, just feeling.
One of my favourites of the 20 I played from this 7DRL!
Glad you enjoyed the game and thanks for taking the time to try it out. I've removed this feature already because of your and Ezra's suggestion. In addition, I've included the order of the form change plus what beats what into the UI (no more trying out what's blinking necessary, I hope), which was suggested as well.
Not sure how to handle the update due to the long voting phase, but it is coming, I promise.
Really neat game like the visuals, music and cutscenes. Did find the movement a bit clunky, i expected to not move into the square of a snack that i destroy but it was still super fun to play
Thanks for taking the time to play. It's a valid point. I hope to make it more snappy by not letting the player take the spot in a post jam update.
Good presentation, moving feels good and it’s helpful to see which foods you can capture. One thing I was wishing for was a constant reminder of the rock paper scissors order; even with the flashing sprites it’s hard to plan out future moves efficiently. Even just something in the UI, yakuza 7 has an example where there’s a RPS game in the board meetings and on the bottom left it shows which things beat what
Thanks for your in-depth feedback! Playtesters (and me) were torn on it, but I agree: it's hard to keep track for a first time player. Unfortunately I decided against it. I'll try to include a toggle option to display the order in a future update. Time to check out Wayward King Attack!
I really like the presentation of this game, great job on the music in particular! I liked the sense of humour in the game, the story at the start was hilarious! The puzzle gameplay is interesting but I felt like it might have needed one or two extra elements to really push it over the line into puzzly complexity. Minor bug, I got stuck after rolling a barrel and squashing two adjacent enemies on level 4 or 5? I love the fact you put a tutorial into the game, you don't often see that in jam games. Cool game!
Thanks for taking the time to check out Snacky Tower! I kept the puzzle elements a bit on the lighter side, that's a fair point. I was aware of the bug, but I thought I fixed it. Back to the grind! But first I'll check out Rogue Renegade of course!