Thanks, I'm glad you enjoyed it. I actually wrote an algorithm that generates these mazes so I didn't actually hand-make any of the levels, they are endless. The small levels worked out well for teaching the mechanic without text because it doesn't take long before you are forced to eat your own tail. A level counter was definitely something I forgot about until just after the submission deadline. There is actually no failure state, so even if you pick up all the good and bad pickups, you will end up getting gradually long enough to beat the level. The bad pickups just slow down your progress really. Thanks for the feedback.
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I know, that's what I realize too, when I pick up a garbage I lose one length unit but a new apple is spawned somewhere else (let say apple type B) so in fact my potential length is maintained the same (I thought of it as a length bank when I was playing haha). Then I know I don't need to worry for the garbage but focus on the apple that is actually the one that the game spawns (say type A). However 2 types of apples look the same so I got confused sometimes. Seeing through this, on one hand, lets me know that I don't have to worry about losing, but on the other hand tells me that it would just take much longer to solve the puzzle that essentially *will certainly* be solved - which takes away the urge to continue.
P.S Also looking at the responses that you have in this submission page, I reckon people spent like less than 1 minute for your game? It's crazy how rushed playing game jams could be.