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Slitherin''s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #72 | 4.093 | 4.093 |
Overall | #281 | 3.871 | 3.871 |
Originality | #617 | 3.760 | 3.760 |
Presentation | #721 | 3.760 | 3.760 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You build up a snake, which is held together by different pieces. If hit, they are no longer held together and split off into different snakes, but are still tied together in their controls.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
No
We used pre-existing audio
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Comments
Cool idea and awesome mechanics! Really loved the art style too. I had so much fun playing the game! Great Job
The thing that made it for me was that the snake could move in two halves. Didn't quite know how close I had to be to be in range, and the attacks seemed to happen at random, but it was still controllable and fun. Great Job.
The thing that made it for me was that the snake could move in two halves. Didn't quite know how close I had to be to be in range, and the attacks seemed to happen at random, but it was still controllable and fun. Great Job.
It definitely has a number of rough edges, but thanks for enjoying it regardless!
Simple but quite polished, an interesting twist on the classic snake thing. When they split apart and started moving independently it really caught me off guard =D
It wasn’t a very difficult game, so that could be ramped up a bit (maybe on further levels), but it was fun to play anyway.
Took me a while to notice the saturation of the character colors being an indicator of attack readiness.
Overall, surprisingly enjoyable – good job!
Thanks for the awesome review, highly appreciated :D
Great game, congrats! I think it's a pretty cool idea with a nice implementation, the only bad thing is that it was imposible to know when your party was going to attack.
It's pretty unclear due to having 0 tutorial, but the saturation actually indicates when a unit can attack! We've had a lot of people miss that detail though, so some sort of tooltip system would be really important for sure.
Thanks for playing and having fun!
Oh, that's actually a really clever idea! Maybe it only needs a few tweaks on the implementation, but I feel like it's on the right path!
The idea is great, I had fun playing this game! But it's pretty hard to tell when your fleet is going to attack the enemy. Looks simple and I got the hang of it on the second try
We didn't get a chance to put any sort of tutorial in the game, but the saturation of the snake(s) actually indicate when they can attack. I'm glad that it wasn't too confusing for you though and that you stuck around for a second try :)
Okay. The idea is sooo brilliant, it makes me wish I have had it.
The presentation is not perfect, but the the thing is generally pretty polished and pretty. I think you could make the players and enemies less pixel-y and it would look cooler.
I don't understand how the mage is different from the archer? Also, it is a bit frustrating that you have absolutely no control over the attacks. Maybe you could invent a way to make that work as well somehow. Maybe if we make a big turn in front of the enemy, one of the joints will shoot. Idk.
Implementing a shooting button would get pretty wild considering the amount of snake parts you end up controlling, but we've seen some other people express that same interest so I'm sure there's a way to design which'd work...
I think I agree with your point on the presentation as well. If we develop this further we might go down something to make it look more like a flash game or something with hand-drawn pictures. I'm glad you like the idea though, and thanks for leaving such an energetic review~!
I think the presentation ius 80% there. (Ya know last 20% is like last 80% tho xD)
But about the shooting: I) wasn't thinking of a shooting button, cuz that would obviously be waay too OP. But I think there could be a way (though this would only allow for melee attacks. Bows and magic could have a cooldown/ something else instead? But evenm if you only do the melee, the game would be infinitely more fun): So if you do a hard turn close to an enemy, one of your units hit it.
Magic and Bow users could just have another mechanic. I'd love this.
pretty fun and challenging, nice work.
Thank you! Glad you had fun even with the difficulty >:D
I love the camera shake when we hit a wall !
Great game overwall it would be cool if we could "launch" attacks but it's not a big deal :)
Love the idea, we'll keep it in mind if we decide to update the game in the future!
My head exploded when my snake split. Nice twist. Few more mechanics and maybe a bit faster snake and would take it to the next level. Fun game for sure though. Died on the final round unfortunately
The last 2 waves are pretty hard for sure. We were talking about adding new fruits for different classes and possibly some boss enemies in a future update if we continue development. Thanks for playing and having fun!
It got really interesting once the party split. I didn't know at first that eating different fruit meant different party members.
We had to skip any sort of tutorial and just try to make it an intuitive as possible. Colour coordination was basically our tutorial of sorts, so even though it wasn't clear at the start we're glad to hear you got a hold of it eventually :D
Fun to play, nice idea overall. Also liked the presentation
merci beaucoup!
Glad you enjoyed it
Hard and fun game!! I love this idea.
Danke schon!
Very fun idea! Got to the Finale, but it displayed a defeat screen even though I was still controlling a snake dude. Other than that a very fun well implemented game!
That's the one major bug that made it through to the build. We have a few ideas why it shows up, but thankfully our spaghetti code means you can still technically play whilst that's up. Happy to hear that didn't sour your experience though!
:D
This is great, like snake but with enemy's and different characters and ability's, so much fun.
Glad you had fun!
Really cool! Its like Centipede but the roles are reversed
We never once talked about Centipede during development, but I've heard about it a couple times now. I think I'm going to check it out now because of this :P
Fantastic use of the theme to build on a mechanic. I love how when the snake is broken you control both parts. Very creative and fun.
Thank you!
It gets more hectic the more pieces you got
Wow! This is sooo good! The idea is simple but really clever and the presentation is fantastic. I am a big fan of the idea attack cooldown being represented with the saturation of the color.
yes yes, all of the cooldowns are represented that way
thank you!
This is fantastic! I love that there are different types of snake segments with different abilities. Very functional game for only 48 hours. Also I really love the controls, simple and engaging. Very nice work!
Grazie!
I love this game! I just love it!
Love is in the air, every sight and every sound!