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A jam submission

SobokoSnake [wip] - /agdg/ DD versionView game page

A puzzle game combining the powers of Sokoban and Snake.
Submitted by SoboDev — 1 day, 22 hours before the deadline
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SobokoSnake [wip] - /agdg/ DD version's itch.io page

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Comments

Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Submitted

I like that you've added sound and music to the game. Also either I got smarter or the level difficulty curve got smoothed out a bit. Either way, seems like great progress. Good job!

Completed all the levels before the groups 7 and 8.

Compared to last time, the level progression has been changed. It gives freedom in how you can tackle the levels which is great for a puzzle game, but I think the difficulty curve and options available should be revised. It is not obvious at a glance which levels are easier since the notation is not clear (little number, dash, little number) and the place where those levels are sometimes don't "flow" in a difficulty sense, it feels random and trying to follow the levels in numerical order is inconvenient. 

Having the 6th batch next to the 1st batch is a good idea to make an optional route, but I feel it's increasing the difficulty too much while also making the difficulty curve weird. The levels after that batch are easier so difficulty-wise it feels strange ("I took an alternative path for harder puzzles, but the puzzles are becoming easier now").

I found the music soothing except for the random cracks it has. The sound effects were a little too distracting, specially the box sliding effect which also has a long delay.

I think your undo/restart system should be faster. Something very common in this game is realizing you started in the wrong room and need to undo a lot of actions. This means pressing Z a bunch or pressing R to restart. Both options are really slow, you cannot just hold down Z to undo quickly, it needs to be spammed, sometimes for 20+ moves. Pressing R starts a really slow scene transition, which breaks the flow of thought. Baba is you implements a "hold Z to undo faster" mechanism which could fit your game. The scene transitions as a whole should be much, much faster.

I didn't complete the levels in 7 and 8 because they looked really hard to tackle and I don't really enjoy sokoban games very much at that level of difficulty. At that point the solution require extensive trial and error with little wiggle room in mind. 7-5 and 7-4 seem to be the same puzzle.

Great work so far! I hope you will be able to work on this further.

Submitted

I HATE THINKING I HATE THINKING I HATE THINKING I HATE THINKING


retardness apart i really dig this game altho i also fucking hate it very good bad game

only actual complaint is the head is a bit too similar to the body segments it gets me a lil lost

Submitted

wow really fun, its hard for me to give feedback since some of it was too hard for me. maybe some assistance mode int he future.

Submitted

This is one mash-up that works incredibly well. Great work!

the progression is a lot smoother now, which is good. liked how the level select is not so linear. got stuck at 2-2 for some time, then decided to come back to it latter, but the game did not save.(i assumed it would since there are profiles on the menu). as the other anon said, a new palette or something to show progression would be nice, perhaps every time the first number of the series changes. the bue-orange-green works well, but i did not like the look/color of the crates, door, door pads and level select.  perhaps use fewer colors, idk. the framerate animation of the doors opening is also very slow. a few times i instinctvely held the Z key to undo faster, so i think it would be a good idea to add holding to undo/redo

Submitted

Truly a fun creative spin on two classics.

I thought the difficulty progression was pretty neat in this version, every room felt more difficult than the last, but with a nice learning curve feel to it.  No chance for me to beat the 8-X levels though, I have accepted my human limitations.

There were multiple times I found myself admiring how well put together the puzzles were, considering every way to sneak around the puzzle's solution, I want to praise that, like very often it felt like there were just enough pellets that you felt you could just make it, but in reality, it was like one pellet too much. Very well-thought-out.

Submitted (1 edit)

Finally got 8-2 after an hour. I may be retarded, but there is a logic to these that can be learned. I will say that you did a good job with the blocks and the holes. At least to me it was instantly apparent what was suppose to be done. The song is good and it fits, but it would be nice to have a few others. Spending a long time on a puzzle just to be met with the same tones on the next gets a bit grating.