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I really liked the game art and the concept is really solid. I played for quite a while until I finally beat the boss. I found it difficult and a bit frustrating at times, mainly because there were moments where there wasn’t much to do except wait for food to spawn. I even reset multiple times just to try a no-hit run until I ran out of segments.

I think the reload mechanic is the biggest aspect that needs adjusting for the game to feel better. The concept of reloading and the segmented body is great, especially the idea that taking damage doesn’t damage you but instead removes a segment due to the player’s large hurtbox. However, the reload mechanic really slowed down the gameplay and disrupted the flow. It felt overly punishing and frustrating to get hit, and it also took away from the bullet hell aspect about fluid and fast-paced action. Also, the  player’s hurtbox doesn’t quite match the typical bullet hell standard of being small and precise for dodging, but I think you handled that aspect well in your design. That said, I really enjoyed the game and was actually a bit sad that there was only one boss. The has a lot of potential, i liked it, good work!

Thanks a lot, this feedback is very helpful! I really wanted to add more bosses but you know how game jams tend to go :D I will definitely be rethinking the reload mechanic as I agree with what you said. Might just do a classic reload, and use the tail-eating mechanic for something else that is also integral to the combat, but not so punishing if you cannot do it. In terms of bullet hell gameplay, it was quite tough figuring out how to make it work, as being a snake with a long body does not seem like something that could work, considering you have no control of your body. The dodge coil I implemented works quite well, but making some bullet patterns specifically designed to make use of the way the snake moves should be good as well. Either way, thanks for playing again!