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(+1)

is this SNKRX inspired? i'd have a lot more to say about this, but all of it would boil down to "you should have done it the way SNKRX did". if you've arrived at the same type of game through convergent evolution in game design you might be right not to just plainly copy SNKRX, but there's still a lot to improve that you couldn't take 1:1 from SNKRX

  • i hate the pixel inconsistency/mixels. not just the text, but the way the characters move on subpixels
  • there's no reason for the battle to not start until i press space
  • movement is too slow
    • even if you don't bounce off of a wall, being able to continually walk into it mustn't be the best way the interaction between player and wall can be handled
  • enemies take too many hits
    • even if that weren't the case, the first fight takes too long
  • enemies predicting my movement/randomly shooting slow projectiles near me isn't very fun
    • being able to walk through them despite this is odd
  • having different "skill trees" on one character but only being able to use one per battle isn't fun (i must be missing something because this seems like a very strange decision)
  • losing a (very expensive) character on death isn't fun (early on, at least. i'm sure there are late-game reasons you would design it like this)
(+1)

No, but I realized about a month into development that SNKRX already existed. After watching SNKRX gameplay I actually changed the snake movement because I realized it worked better than direct grid movement.

I actually slowed down the movement because projectiles, enemies, and players were moving too fast to actually react, but moving fast definitely feels good. 

Agree on the wall interaction, need more time to determine the best way to interact with it.

Had a tough time balancing difficulty and round length from early to latter rounds and wanted to have the pace of each wave pick up as you advance but I agree the early round is too long as is. As for enemy health, after you upgrade abilities and take items they die mostly in one shot.

I originally gave the ability to equip multiple abilities on a character instead of just one, but felt that you lose character diversification and build variety when doing that. The idea was to build the snake with specific characters in specific slots doing specific things,  otherwise it seemed more boring to just unlock everything on every character and immediately explode the level. Of course I can see how that just points to poor design on my part; probably could spend more time balancing around this by allowing the player to use multiple abilities but locking more abilities behind deeper skill trees so that you could really only invest in a handful but still use multiple abilities.

Thanks much for the feedback, this is very helpful