Don't have much to say since most people hit the nail on the head with this one. I will say, being able to hold down the undo/redo key for a faster undo/redo is a must IMO. I had to click the input multiple times, not sure if thats a bug on my end or just the way its currently implemented. With audio and some more effects this would for sure be an addicting little puzzle game!
It is nice blend between sokoban and snake. I stopped having difficulties when I learned how the levels were supossed to "flow", which throw clues in finding the proper order. For example a lot of times I could barely make a loop to escape a room by one square, which always meant I was on the right track to solving the level. It was fun, sometimes it required a lot of trial and error. I imagine more complex maps would take many many trials considering how the test map have doors.
Its a nice puzzle Game I guess. could do with some soundeffects, maybe a backgroundtrack. Didn't really find any Bugs or anything to comment much on tho, sorry.
Cool game, but as others have said, it the difficulty increases too fast. Would be nice to have more levels where they introduce you to a new 'concept' that will be used to solve the level.
It was fun to play, though I've never really played snake, so it's kinda weird to combine with sokoban. I do think the difficulty ramp was kinda high to start off with. With some work I could definitely see this being a good puzzler.
Neat idea. I wonder if it would help if grid lines were visible. That way, the player could, at a glance, more easily tell how many steps were between 2 distant squares and whether their snake could fit past.
I'm probably too smoothbrain for this kind of game, but it was still enjoyable. Some more leeway on the earlier levels would be appreciated. More mechanics and variety of levels and you got a good game.
Neat idea. But I think the difficulty starts a bit too high, unfortunately I'm a small brain so I only beat levels 1,2, and 3 before I gave up but I think having easier levels to start with would be good for your game and place the levels your currently have to a later point in the game. The Undo/Redo mechanics are a really nice addition that really helps and the combination of Sokoban and Snake on level 5 is really interesting and makes for a pretty unique puzzle. But like I mentioned earlier it's way too difficult to just throw to new players and is a huge turn off. Build up your mechanics one at a time in a simple isolated setting and slowly ramp up the difficulty by combining the two. The idea itself is really cool so keep working it! Can't wait to see your next demo.
Comments
Don't have much to say since most people hit the nail on the head with this one. I will say, being able to hold down the undo/redo key for a faster undo/redo is a must IMO. I had to click the input multiple times, not sure if thats a bug on my end or just the way its currently implemented. With audio and some more effects this would for sure be an addicting little puzzle game!
Beat all the levels.
It is nice blend between sokoban and snake. I stopped having difficulties when I learned how the levels were supossed to "flow", which throw clues in finding the proper order. For example a lot of times I could barely make a loop to escape a room by one square, which always meant I was on the right track to solving the level. It was fun, sometimes it required a lot of trial and error. I imagine more complex maps would take many many trials considering how the test map have doors.
Very difficult, good concept, but you need a shallower on-ramp.
Its a nice puzzle Game I guess. could do with some soundeffects, maybe a backgroundtrack. Didn't really find any Bugs or anything to comment much on tho, sorry.
Cool game, but as others have said, it the difficulty increases too fast. Would be nice to have more levels where they introduce you to a new 'concept' that will be used to solve the level.
It was fun to play, though I've never really played snake, so it's kinda weird to combine with sokoban. I do think the difficulty ramp was kinda high to start off with. With some work I could definitely see this being a good puzzler.
It's like Snake and Pacman had a baby, and oh my god I don't know how to raise this child.
Neat idea. I wonder if it would help if grid lines were visible. That way, the player could, at a glance, more easily tell how many steps were between 2 distant squares and whether their snake could fit past.
I'm probably too smoothbrain for this kind of game, but it was still enjoyable. Some more leeway on the earlier levels would be appreciated. More mechanics and variety of levels and you got a good game.
Neat idea. But I think the difficulty starts a bit too high, unfortunately I'm a small brain so I only beat levels 1,2, and 3 before I gave up but I think having easier levels to start with would be good for your game and place the levels your currently have to a later point in the game. The Undo/Redo mechanics are a really nice addition that really helps and the combination of Sokoban and Snake on level 5 is really interesting and makes for a pretty unique puzzle. But like I mentioned earlier it's way too difficult to just throw to new players and is a huge turn off. Build up your mechanics one at a time in a simple isolated setting and slowly ramp up the difficulty by combining the two. The idea itself is really cool so keep working it! Can't wait to see your next demo.